I'm finally getting around to adding my own crits for Quest for It, my fantasy heartbreaker that marries DCC with DW's "no boring rolls" mechanics. You can check out QFerrit here.
Anyways, here are some crits for edged weapons. Unlike in DCC, everyone uses the same crit charts, but there are options embedded in the charts for the fighter-types and other types. This is still a draft.
You could totes use these in a normal DCCRPG game by tweaking the ability score names and rolling usual crit die sizes. These crits are heavily inspired by http://www.windsofchaos.com's Warhammer crits, but I think Warhammer crits inspired DCC's, so it's a fun circle of death.
Crit Source: Cutting weapons (typically melee only)
Cut 1: (1d7) 1) foe’s weapon and yours obliterate each other (they shatter); 2) wrist nicked; blood flow makes foe’s weapon get slippery next round; they’ll have to save or drop it; 3) foe’s helm is knocked off if they have one, but if they don’t they are momentarily disoriented, giving you the option to get in a quick jab at +1d or withdraw safely; 4) foe’s torso armor is busted open a bit (+1d to further dmg against them) or, if not wearing armor there, they are stunned for a round; 5) shin-slap forces foe to make a Con save or drop their weapon and hop around, gripping leg; 6) force of blow does 1d5 extra damage, but your weapon gets knocked out of your hand in the process and puts you in a tough spot that the Judge will describe; 7) you get your weapon stuck in foe’s extremity (losing it); they have to make a save or drop their weapon and desperately grasp at yours to pull it out in an attempt to stop the pain.
Cut 2: 1) foe disarmed and you have the option to follow them and get in a free attack at +1d if they try to recover it; 2) fingers grazed; save or drop weapon; 3) glancing blow against side of head causes-1d next round; 4) poke to foe’s side pains them and they lose use of shield for a round, or, if they don’t have a shield, they’re stunned for a round; 5) force of blow does 1d6 extra damage, but if this kills your foe, your weapon is stuck in them for a round (guts are a sticky vacuum); 6) foe slips on a heretofore unnoticed turtle; you get in an attack and they are stunned during it.
Cut 3: 1) biceps slash; foe needs to save or drop their weapon and is at -1d damage this battle; 2) temple grazed; -1d to damage and saves for a round; 3) rib broken and pierced; foe has to make a save or be stunned for a round as it wheezes and gasps in pain; in addition, if the save is failed another save is needed to hold onto its weapon; 4) thigh strike forces a save vs falling to the ground, stunned for a round; 5) foe’s shield or helm shattered d5 extra damage if they have neither).
Cut 4: 1) deltoid gashed; foe drops weapon in pain; even if they recover it, they won’t be able to do beyond 1d4 dmg this fight with their weapon attacks; 2) forehead slash drips copious blood into the eyes, giving attackers +1d to hit until middling; 3) weapon pierces right into trapezius; foe must save at -1d or drop weapon; 4) deep slice down to the bone of the upper leg; foe drops to the ground, and drops their weapon for a round; 5) smash foe’s hand; they drop a weapon and--due to a couple broken bones--cannot pick it up with that hand (off-hand attacks are -1d to hit/dmg).
Cut 5: 1) foe’s weapon shattered; 2) back of foe’s hand is skinned; they drop their weapon and have to make a save to avoid dropping things in the other hand to grip the wounded one; 3) slam to side of foe’s head, stunning them until a middling result is rolled; 4) chest gash; foe must save or be stunned until a middling result is rolled; 5) groin poke barely misses femoral artery; you may spend 1 Luck to force them to save versus bleeding out, and even if you don’t they still have to save versus gripping the wound in pain for two rounds.
Cut 6: 1) deep swing rebounds off of radius bone; weapon dropped and foe is at -1d to hits/dmg with this arm until it heals over a week; 2) carve a bit of flesh off foe’s neck causing blood spurt; they must get it bandaged before three rounds have passed or be forced to save vs unconsciousness each round; 3) gall bladder punctured, and it spills its contents; foe must save versus retching, and will die of infection if not well-treated; 4) weapon lodged in foe’s femur; they drop to their good knee and you have the option to make a +2d check to wrench the weapon out and deal 1d4 extra damage; 5) 1d5 extra damage if you aren’t a death-dealer, but if you are you enter a battle rage.
Cut 7: 1) weapon lodges between radius and ulna; foe cannot use this hand and writhes in pain, stunned; you can make a +2d check to dislodge the weapon next round, dealing 1d12 extra damage; 2) most of ear flies off; future Char checks may be affected, and if this is the second lost ear -1d to hearing tests 3) weapon lodges from above into hip bone; foe cannot use this hand and writhes in pain, stunned; you can make a +2d check to dislodge the weapon next round, dealing 1d12 extra damage; foe has -1d Coord to run until healed; 4) hamstring severed; make a -1d save to stay standing ; foe has -2d Coord to run until healed; 5 or 6) 1d6 extra damage if you aren’t a Death-dealer, but if you are you enter a battle rage.
Cut 8: 1) biceps-tendon severed; this arm is useless until healed and save each round vs bleeding out; 2) foe tries to bend back to dodge, but you slice their nose off; save each round vs bleeding out and permanent loss of 1d to Cha; 3) groin stab makes opponent stunned until someone gets a middling result; save vs sterility; 4) knee-cap whisked off; foe falls to good knee and is not coming up this battle, stunned until a middling result happens; 5 to 7): 1d7 extra damage if you aren’t a Death-dealer, but if you are you enter a battle rage.
Cut 9: 1) large chunk of one shoulder hits someone’s cheek; you may spend a Luck to have the chunk hit eyes and blind someone for a round instead; foe is bleeding out 2) weapon cleaves into helm or skull; in either case the foe is stunned until you pull the weapon out, dealing 1d12 extra damage; 3) bladder puncture; unless healed somehow, foe must save vs infection and also has a permanent, stinky leak, netting -1d to Cha; 4) upper and lower leg-connecting ligament severed; foe writhes helpless for the rest of this battle and will be at -1d Coord when moving in the future; 5) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 10: 1) foe loses 1d5 fingers; if roll meets or exceeds fingers on that hand, whole hand is instead severed at the wrist causing a panic; save or flee; 2) ear torn off at the root; -1d to listening attempts in the future; 3) guts spill out a bit; save to stay conscious, but -1d to hits/dmg even if they do; healing necessary for survival and even then save vs infection; 4) achilles tendon severed; hopping about in pain is possible with a save, but foe is at -1d to all rolls and their instinct is very much to just crawl away in terror; 5) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 11: 1) arm severed at the elbow; bleeding out and save vs fleeing; 2) bleeding gash down the face and into the collarbone; foe bleeding out and a cumulative -1d to everything until bandaged; 3) spleen-kebob; cumulative -1d to everything until a die would dip below 1d3, at which point they pass out and need healing to survive, and even then save vs infection; 4) foe loses 1d5 toes and if the great to is lost, they will hereafter always be -1d to run; foe also is stunned until someone rolls a middling result; 5) scalped and blood rushes into eyes, blinding for a round; save vs infection; 6) foe disarmed so expertly that they must save or drop to their knees and beg for mercy; 7) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 12: 1) guts spilling out all over boot; foe may only numbly attempt to scoop them back up and will die at battle’s end unless supernaturally healed somehow, and even then the experience will leave them with an insanity; 2) foot shorn off; bleeding out on the ground and will need a peg-leg to get around; 3) gash right through an eye ruins it beyond natural healing; save vs fleeing and infection; Char checks affected; if foe is a death dealer they may spend a Luck to avoid all secondary effects and instead get mad enough to enter battle rage; 4) collar bone is driven down near the lung; foe must make Luck check or have lung pierce by bone, which kills with d10 rounds; even if that save is made the arm is useless until healed and foe is -1d to everything; 5) you pin foe to a surface, you may spend 1 or 2 Luck to add one or two extra people to the weapon-kebab, respectively, depending on how long your blade is; 6) you enter a battle trance, reducing all incoming attack damage at you by 1d for this fight; 7) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 13: 1) Arm severed at the shoulder; bleeding out and if they somehow survive the foe will be at a permanent -4 Coord die sizes; 2) lower jaw and tongue have a bit nipped off; several teeth gone, affecting Cha rolls; bleeding out and unable to cast most spells in the future due to speech impediment; 3) puncturing in from the side,through a kidney, and lodging in the spine renders foe immediately unconscious and bleeding out; even if they survive that and an infection save, one or both legs will be permanently paralysed; 4) leg severed at knee; only magical healing can stop this bleeding in time; 5) you deal class damage die in bonus damage to a nearby secondary foe too; Death-dealers can spend a Luck to repeat this with a tertiary target, etc.; 6) you enter a defensive stance, reflecting all 3 damage or lower rolls back at your opponent; 7) roll a result from above and enter a battle rage if you are a Death-dealer.
Cut 14: 1) right through the shoulder and deep into the chest your blade goes; foe can do naught but slide down to the floor to die from bleeding out with no chance of saving; 2) slashed from temple through jaw and past the collar-bone; they die right away and you are showered in jugular blood, making all foes that witness this have to save vs fleeing and then save again for each ally that fled; 3) as result 2, but the shower comes from a severed aorta; 4) deep puncture into femoral artery reduces foe into a spasming blood-sprinkler flopping about on the floor; no magics will be fast enough to save them before they die within a round; 5) roll a result from above, and an extra crit against a nearby secondary foe, then enter a battle rage if you are a Death-dealer.
Cut 15: 1) from one shoulder to the opposite hip, you bifurcate your foe; 2) decapitated head lands in foe’s ally’s hands, scaring them off; 3) a vertical cut flashes, then you pause to let your foe realize that they are dead as their surprised halves fall apart; 4) cruciformly-separated quadrants tumble to the floor; 5) roll a result from above, and an extra crit against a nearby secondary foe, and you may pay one Luck per target beyond the second that you want to crit, then enter a battle rage if you are a Death-dealer.
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Showing posts with label Quest For It. Show all posts
Showing posts with label Quest For It. Show all posts
Sunday, October 21, 2018
Tuesday, June 19, 2018
d60 The One Thing about this Spell is...
| Tsathoggua is a d60. |
Roll a d60 on this list. If there are any variables on your result, determine those now; they won't change. If you don't like the spell, quest for another version of it.
This list is inspired by the mercurial magic rules of DCCRPG, this Anxiety Wizard post, and this Tower of the Mad GM post. They are metal!
- Your studies show you that final syllables must be taught to you by a monster (Judges choice what it is and where, but you do know what and where it is supposed to be, roughly).
- It can be cast only by someone of a specific gender (determine male, female, neuter, or campaign equivalent to hijra). One can present as another gender, but everyone around them must have used the spell's preferred pronoun to refer to the caster since dawn.
- It manifests in a random manner each time it is cast. Sometimes as a flaming sword, sometimes as a screaming skull, sometimes as your tsking mother... The effect is probably the same regardless.
- Roll a percentile die whenever you cast this and assign everyone present that you know a number by counting them. If the percentile rolls a number equal to the number of present souls, one of them turns to dust. Otherwise, someone you know that is not present dies (Judge picks). You are considered to know anyone you have broken bread with.
- You must store (memorize) this spell in the skull of a dead wizard (quest for it; if you kill the wizard in a spell duel, the spell you store in the skull is +1d per the wizard's level at death). The skull hates you, and talks telepathically to anyone within two ells.
- Roll a d2. This spell either can only be cast by 1) truth-speakers or by 2) liars. Respectively, no lies or truths allowed since the last time you cast or memorized this. For ease of roleplay, only your responses to questions from other characters count.
- This spell requires a hype man to rile up the magic as you rap out a ditty about it. Beat boxing optional. Judge might give +1d for smooth flow.
- Thank you, Mario, but your spell is in another quest.
- This spell just doesn't work without either spellburn or relevant monster gong.
- This spell's results only work under certain lighting conditions. Anything outside the rays of the designated light source just doesn't work. For instance, a magic missile that would leave the light fizzles. Roll a d5: 1) moonlight; 2) the light of a corpse-candle; 3) lamplight; 4) the light of a torch held by a cannibal; 5) the light of a candle that has seventeen drops of blood mixed into the wax. This spell is 1d harder to save against than most though.
- Leper's Delight. This spell can only be cast by those missing body parts. Luckily (?), you can spellburn off a body part as you cast this spell and it will count. You also get +1d to cast it per missing member.
- The gods hate this spell! Ask me how! If you have this spell memorized, you cannot be healed by an idolater, and entering any sort of sacred place, even evil gods' fanes, for more than a few moments explodes your brains.
- Learning this spell has transformed you. Your presence curdles milk, gives grannies draught-chills, and makes animals afeared.
- The spell cannot be cast unless you are wearing a conical hat. There are certain wizard conclaves that have managed to use jaunty hats instead.
- The spell requires a wand, and the wand demands to help cast all your spells. It slumps wanly if ignored or if it fumbles.
- The spell cannot be cast by those who do not have some sort of corruption--a warping of the flesh by eldritch energies. The spell can be transcribed onto scrolls as normal though.
- This spell needs to be played out by an grind-organ over the course of at least a round. A monkey with a tip-cup starts to follow you around if you use this spell enough.
- This spell can only be cast by twins, but is very effective. +3d to cast together. If your backstory is unknown, you can roll Luck to see if you have a twin somewhere, and then try to convince them to join the party.
- This spell costs an arm and a leg to learn. Literally. It will never fail, though (it might still misfire or fumble on a 1). You can back out of that bargain at the last second before learning this one completely.
- This spell requires you to make a magic circle. Drawing it out with a stick in the dirt over the course of a round will do. Roll Luck if there is ever any question if dirt is available, or carry your own. The game Judge may give you ad hoc bonuses based on how fancy the materials in your circle are...
- This spell can only be cast while nude. Even a backpack counts, but oddly enough, it will still work with any hat on your head if the hat has stars on it.
- This spell needs a proxy to deliver it. You touch someone else, they touch some third target to affect that thing. You don't know how effective a given instance of the spell will be until the proxy delivers it.
- Learning this spell has transformed you. Roll on a corruption or mutation chart (Judge's choice).
- This spell refuses to be cast when a certain thing is present (roll a d12): 1) Hobbits; 2) fountains; 3) fungal bio-luminescence; 4) children; 5) androids; 6) tears; 7) the undead; 8) swords; 9) men; 10) doors; 11) violence 12) an even numbers of arms.
- Learning this spell has transformed you. You can no longer stand either (roll a d5) 1) choral singing, 2) moss, 3) bones, 4) sunlight, or 5) moonlight. Such stuff burnses you.
- This spell has imprinted upon an item you cherish. Name it. You must hold it to cast the spell. If you should lose or break the item, the spell goes with it.
- Learning this spell has transformed you. If someone asks you a question while holding your hand, you are compelled to tell the truth. If anyone asks you three questions this way, you may never tell them the truth again.
- This spell only works if you have eaten nothing but raw meat since dawn (canned rations don't count as raw). It gets +1d to be cast if you still have the juices dripping down your chin. Roll for scurvy. Oddly, this spell feels pity for players (not PCs) who are vegetarians, and adjusts accordingly.
- Learning this spell has transformed you. You are now part-something, and you use your new found traits to protect your spell secrets all the more zealously. If you happen to cast a spell related to your new identity, you get +1d to the roll. If there is some hybrid you can think of based on the spell, use that. Otherwise, roll a d5: 1) you are part slug; 2) you have beetle-wings under a new carapace; 3)You are part sea-sponge; 4) you are part mammal (choose what animal); 5) you are partly undead.
- Learning this spell has brought you to the attention of the shaggai-loff, a group of inter-dimensional bug-men. Depending on what the Judge wants, the shaggai-loff may try to possess you, dissect you, initiate you, learn at your feet, send assassins for your head, seduce you, etc.
- Learning this spell has transformed you. Your head detaches and flies away from your body at night, trailing your lungs and guts. You must feed...
- This spell requires you to be holding a fiery light source in one hand or on your helm (you can hold a torch by its handle). If the spell is fire based, it get's +1d to any damage.
- This spell requires you to invoke the name of a place while holding a sword aloft. You then use the sword much as you would as a wand to aim any effects. If you ever fumble, you must make a pilgrimage to the place to re-learn the spell from the sorceress that dwells there.
- Learning this spell has transformed you. You need to craft a magical talisman. As long as you have the talisman, it "memorizes" the spell for you, but should you lose it, you take 1d5 Con damage a turn until you are paralyzed. If so, you will last as long as Karz in this state, waiting for the time when your talisman is returned to you. Craft that talisman using dungeon reagents within a fortnight, or it's eternal torpor for you.
- You must have eaten the brains of one sapient since the last time you cast this spell to cast it again. You get a bonus to cast it equal to the number of HD the brain's owner had.
- This spell can affect one extra target as long as you have very nice robes and no backpack. A fanny pack and scabbard is allowed, as is carrying things in your hands. If this spell doesn't target things, make it last twice as long instead. If it's instantaneous and doesn't target things, move one spell result better on the casting table.
- The spell is cast at +1d if you have forgotten all other spells (or didn't bother to memorize them today). Boggarts lie in wait to assassinate wizards that have few defenses, so be careful about using this to cast a long ritual.
- Learning this spell has transformed you. If angered or damaged, you turn into a beastial, brutish form for one 10 minute turn. Casting spells is -1d in this form, but your melee attacks are at +1d.
- This spell requires all allies to take a ginyu force pose. I'm talking about the players in the real world.
- Learning this spell has transformed you. You now must house your soul in your magical tome. Magical effects that require touching you only work if the caster touches your tome (this includes clerical laying on of hands). If you should lose it, anyone who holds it may command you to do their bidding. When you die, the tome will start speaking with your voice. It can teach those who find it, should they meet your standards.
- You must be drunk to cast this spell. Each time you cast it, roll a d60 under your Con. If you fail, take 4 Con damage to the liver.
- This spell may and must be stored in your beard instead of your mind. If you shave it off, your beard will manifest the spell effects explosively 10 minutes later (this destroys the beard, duh).
- This spell refuses to work unless you are infertile. Know a patron that wants to eat your shwanzshtuker?
- To finalize the binding of this spell, you must ritually tattoo yourself using ink made from eldritch ingredients found in a dungeon (it's monster gong, isn't it). Describe where the tattoo is on you. The tattoo glows if a tribal tramp-stamp, animates if an animal, etc.
- The final secrets of this spell will only be revealed to you if you bury yourself alive for seven days while surrounded by the bones of magical beasts. This is not a process you are guaranteed to survive.
- Casting this spell usually works fine, but if it fails, you turn into a wolf, raven, or ferret until dawn's light touches your flesh again.
- This spell can only be memorized by the gestating flesh of your own get. You must touch the belly of the womb-bearer (which can be you) as you cast or memorize it. The child, when born, will not be quite of this world.
- Learning this spell has transformed you. You have cloven hooves, horns, goat eyes, or the like. You have +1d to traffic with demons.
- On a fumble, this spell turns some possession of the party to crumbly lead. On a crit, this spell turns something to gold. Players who try to game the system will eventually find their body parts changing into metal.
- This spell teaches you some minor magics too! You learn 1d3 cantrips and use them once each a day. Ask the Judge for them or roll on this list.
- As long as you have this spell memorized, your ceremonial dagger can cut through anything.
- This spell longs to inhabit flesh. If anyone has a bit of their body (excepting blood) severed while you have this spell in your spell-book or memory, the spell leaps into it, and grows it into a mad hybrid of what its two parts are. Woe betide the wizard who accidentally creates the polyglottal toe by knowing a spell about languages while the warrior happens to crit a monster's foot. Slay the beast to get your spell back. Quick! Before it undergoes mitosis!
- This spell may be cast at +1d if you, the player, use a funny wizard voice and intone a little four-line stanza whenever you cast it.
- Learning the spell changes your fate. Re-roll your Luck score and star sign! Reroll again if anything that isn't different.
- As long as you have memorized but have not cast the spell since dawn, your flesh cannot be penetrated. Keep in mind that you can still be hurt, but bladed weapons will be blunted and your enemies will probably have to find interesting ways to kill you. I have no idea what happens if this interacts with #51.
- Learning or casting this spell makes one gender go insane. It would be pretty boring to not have it be the gender the wizard happens to be...
- This spell is chimerically reactive; if two or more mundane, non-sapient, distinct vertebrates are present, they must save or be melded into one supernatural being with parts of all beasts. There is an equal chance of special powers, the beast being intelligent, or both. Whenever a chimera is slain, roll a d30 on the Phlogiston Disturbance table.
- With this spell came knowledge for a ritual to cheat death. Roll on this table until the game Judge deems it game-able. You then have to perform the ritual to gain the benefits of it.
- You don't know how to cast this spell in a non-crazy manner. You can cast this spell at its maximum result at any time you choose, but it will rack your body with strange energies, necessitating a cheat-death roll.
- This spell is bound by a 6th dimensional helical-schism to two other spells (determined secretly by the game Judge, and revealed through play); whenever you roll to cast it, there is a 66% chance you cast one of the other two (determined randomly which it is with each casting) instead. The other two spells will have the same casting time as this one, or faster ones, but not longer. The spells will whisper their effect to you moments before you need to make any decisions, such as targets for them. Any special costs for these extra spells will be ignored.
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