“WAR IS NECESSARY
CREATION IS CONFLICT
BATTLE IS ETERNAL”
This time in our series of deity writeups for DCC we have Klazath, God of War.
Man, I had trouble with this one.
First of all, a lawful war deity seems reaaally contradictory to me to begin with. Secondly, what’s more boring than “a god of war”? If it’s been made into a mainstream video game it’s really hard to pull yourself away from the usual tropes of Mars, Ares, Thor and what have you… And third, I’d sort of written myself into a knot with my pantheon: my version of Ulesh, the God of Peace (available here) is a former war god, and quite formidable on his own. I didn’t want to revisit the same themes, but still had to take into account the relationship between the deities while generating this one.
So, here is Klazath: all of the war-god tropes pushed into a single piece of bulky, animated armor. Should be weird enough for DCC, right?
Klazath, God of War: DCC_Deity_Klazath_AMP
Banner art by the strategic Joni Kesti.
“Sometimes the time is right and stars align, casting a fortuitous path before a traveler.
At others, the time is wrong and stars are miscast, bringing despair and misfortune.
Mostly though, nothing special happens.”
I’ve always quite liked the birth augur and lucky roll system in DCC. We’ve more or less always just applied a bonus into the lucky effect (either +1 or 0-level Luck modifier, whichever is higher).
We did try out just applying the raw Luck modifier as is, but that created the problem of the lucky roll not meaning anything (if Luck mod was set at +0) or significantly hindering characters (in the case or negative Luck modifiers). I don’t like making meaningless rolls, and I find that player’s get more excited to start roleplaying a character with a minor bonus to some obscure thing.
Last summer I took part in a Lamentations of the Flame Princess -campaign which used a background table to flesh out characters to begin with: the gamemaster asked us little questions, the answers to which determined small bonuses and gave us an idea about the character’s nature before we started properly adventuring. In the “steal, beg and borrow” tradition of game design, here’s my take on a similar system. The rules in the PDF are intended to replace the birth augur table in the DCC rulebook.
Alternate birth augurs and auspicious events: DCC_AlternateAugurs_AMP
“Fate’s thread, re-weaved and knotted anew.”
I made this blade for the big season finale session a few weeks back. Most of the encounters and events of the game were callbacks to stuff that happened during earlier in the campaign, and the Noble Soul is no different: I wanted to pay homage to one of the first fatalities we had in DCC, back when we started a few years ago.
This is a fairly traditional take on the “talking sword” -trope. The main downside for the item is that it can be pretty damn irritating: I have an inkling that my players may end up throwing it into ravine or something fairly soon, just to get away from the incessant encouragement.
You may also notice that we’re in the process of revamping the site’s style and expanding to a number of social media outlets. This is an ongoing process, and any feedback would obviously be welcome.
DCC artefact: DCC_Artefact_NobleSoul_AMP
“Did’ja see the wizzard up in tha pub las’ night? ‘E musta been one of the most powerful wizzards ever! E’ summoned shadows right there, an’ set Alexei’s hair on fire by snappin’ his fingers!”
I’m not a big fan of how the small magics available to arcane practitioners have been handled in Dungeon Crawl Classics. Cantrip seems awkwardly rigid, and Ventriloquism is so situational that I’ve never even come across a circumstance where it’d have been even prospectively useful.
Magic trick is my attempt to remedy that. From now on I’ll allow anyone unfortunate enough to learn Cantrip or Ventriloquism to pick between those two and Magic trick, and we’ll see how that goes. PDF below, as usual.
Spell – Magic trick: DCC_Spell_MagicTrick_AMP
“I ‘eard tell that there’s worlds somewhere out there, where stuff works different…
That’s a scary thought, innit?”
Rulings, not rules.
That’s been my guideline for gamemastering for as long as I can remember. And after running DCC for 2-ish years, I decided to take stock of what I’ve tweaked in the game.
What follows is a compilation of our house rulings. At the end of the document you can find some endnotes, explaining some of the history and logic behind the decisions I’ve made.
Feedback would be most welcome, I hope this sparks discussion. How do you run your worlds?
Judge AMP’s Shortlist of House Rulings: DCC_Houserulings_AMP_v2
“The winds and dust are all
Only the storm holds sway
Repent and grovel before you’re swept away”
Last weeks entry for our pantheon: Azi Dahaka, Demon Prince of Storms and Waste!
To be quite frank, I didn’t plan on writing up Azi Dahaka for cleric purposes at all. I was planning on handling small cults like his with a stack of generic disapproval tables (one for each alignment), and some small guidelines for running them. But I mostly do this based on demands from our home table, and one of the guys picked the Prince of Storms and Waste as his god, so who am I to argue?
I’m still catching up on my writing here, but should be up to date this week, barring a force majeure interjection. So watch this space!
Azi Dahaka, Demon Prince of Storms and Waste: DCC_Deity_AziDahaka_AMP
“A bow so accurate that its arrows may pierce magic itself.”
I’m still recuperating from our massive season finale for both of my DCC campaigns: 11 hours of straight up Judging, 12 players (each with 1-3 characters) and an epic end to a plot hook I planted almost three years ago, in our first DCC session ever. My voice has mostly returned, but I can still feel the brain drain…
While I’m catching up to our publication schedule, here’s an artefact that saw great use in the grand melée last weekend: the Bow Unerring, a holy relic of Aristemis, the Insightful one.
Also note that I’ve made updates to the article entry for Aristemis (over here), to get it better in line with the rest of our deity entries.
The Bow Unerring: DCC_Artefact_TheBowUnerring_AMP