Showing posts with label Red King. Show all posts
Showing posts with label Red King. Show all posts

Sunday, August 23, 2015

DCC RPG Patron Taint: The Red King of A Red & Pleasant Land

This is the second part detailing using The Red King as a DCC RPG patron. The Invoke Patron effects can be found here. Spellburn and patron spells still to come. More R&PL patrons further down the road as well. 






Patron Taint:  The Red King
When patron taint is indicated for The Red King, roll 1d6 on the table below. 
When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.



Roll
Result
1
The caster has become apathetic and slothful, and would lounge, recline and sleep if given the opportunity. If the result is rolled a second time, the caster’s physical self has begun to match his mental state, -1 to Stamina. If rolled a third time, the caster suffers another -1 to Stamina and is prone to sleeping at inopportune times. The caster must make a Will save DC 10 or fall asleep at the Judge’s request.
2
The caster only finds value in ancient things. If presented with a choice between an old trinket or a newer item of great value, the caster will choose the trinket. If the result is rolled a second time, the caster will not carry or wear any object that is not double the age of the caster (which may include his spellbook). These items must be discarded immediately. If rolled a third time the caster no longer views mortals as worthwhile entities. The caster suffers a -1 to Personality and must make a Will saving throw DC 10 to interact with any being less than 100 years of age.
3
The caster has begun to be unstuck on her side of the looking Glass, and has taken on some characteristics of her double. If the caster favored her right hand before, she now favors her left. She must take an action to change grips and adjust to the change. If this result is rolled a second time, the character's brain hemispheres are swapped. The rational becomes intuitive, and intelligence is swapped with Personality. If rolled a third time the caster immediately trades places with her quiet side double. The caster is now immune to the madness inspired by the quiet side, but the double has adopted a murderous rage upon taking its place on the war side. The double will do all that it can to end as many lives as possible but is not blindly suicidal.
4
The caster is now permanently charmed by the Red King and would never even conceive of crossing or acting against him. If this result is rolled a second time, the caster values the Red King's life more than his own and would sacrifice his life without hesitation in defense of his King. If rolled a third time the character realizes that his devotion is more than fealty and is in fact romantic love. The caster will take whatever steps necessary to become one of the Brides of the Red King.
5
The caster has realized that she is a knight in service to her patron. The player and judge should create a chivalric code that the character must follow. If this result is rolled a second time, the caster takes on the role of a knight in a chess game, and will only move in the fashion of a knight chess piece, three steps forward, one to the side. This results in a 25% reduction to speed, and a -2 penalty to Reflex saves. If rolled a third time the caster must take her proper place as a Knight of the Red King. The character must defeat a knight then take and equip all of its knightly accoutrements. Whether through murder or duel depends on the individual chivalric code. For each day the caster does not complete this quest inflicts a cumulative -1 penalty to all rolls.
6
The caster has become fascinated with cruelty. Given the opportunity to explore the effects of pain and suffering on a living creature, he will relish the chance. During down time the caster will torture animals, trample rodents, pull the wings off of flies. If this result is rolled a second time, the caster’s penchant for torture becomes more pronounced. He cannot help but torture a defeated foe, and acts to inflict the most pain in combat, rather than for tactical advantage. If the judge finds the caster to not be behaving sufficiently sadisticly, the caster suffers a cumulative -1 penalty to Luck per hour until a good torture is conducted. If rolled a third time, the caster becomes fully obsessed by cruelty. This inhuman turn is reflected by a -2 penalty to Personality, unless the check involves other sadist types.

Are these effects too brutal? Well that what you get for throwing your lot in with a vampire king.

Friday, August 21, 2015

DCC RPG Patron: The Red King of A Red & Pleasant Land


I'm going to be running a game in A Red & Pleasant Land and decided to use DCC RPG as the rule set. As I was reading through the material and making notes I had the idea of the Monarchs making great patrons. I kept on thinking, and the Unicorn and Sphinx might make good ones too. I decided to do the Red King as an exercise, and its been fun. Took a few hours to come up with this, so it might be a little slow going until this is complete and get the others written and posted.

One thing I wanted to preserve was the Red King's cruelty and penchant for arbitrary injustice. That is why when he is invoked there is often a chance bad things also effecting the party, or in the case of Forget, the caster. If your patron is prone to forgetfulness, the caster might well be too.

I think it matches the feel and theme of R&PL. The one thing that I'm not sure about is that the Red King isn't a spell caster. So maybe these effects spring forth from his dreams.

So here is the Invoke Patron Check Results for the Red King. Patron Taint, Spells and Spellburn effects coming soon.

Vlad Vortigen The Red King
Though the ruler of Southern Voivodja is cruel and quick to anger, his schemes and machinations occasionally benefit from the assistance of a mortal.


Invoke Patron Check Results:

12-13
The Red King answers the plea for assistance by putting everyone and everything within 60’ of the caster to sleep. This includes allies and vampires, or those otherwise immune to sleep. It is a normal sleep, and anyone effected may be roused normally.
14-17
The caster targets one creature or an object within 30’. If an object is targeted the spell is triggered when the object next touches a living creature. Once triggered the target loses its memory of the last 1d6 hours. No saving throw is allowed.
The caster must make a fortitude saving throw DC 10 or likewise be effected.
18-19
The Red King gives the caster the red lacquered plate of his knights. It grants the AC Bonus +8, Check Penalty -8, Speed Penalty -10’, and Fumble die d16 of Full plate. It also visibly marks the caster as a follower of the Red King. Any Red Knights will take great offense at one not of their rank wearing their armor. The armor fades like the memory of a dream after 1d4 quarter hours has passed.
20-23
A Red Pawn of level 1d3 is put into the service of the caster. It resents its assignment but begrudgingly follows orders until sent elsewhere by the Red King.
24-27
The caster may send anyone, including the caster within the immediate area to the quiet side. There is no limit to the number of beings that may be transported.
28-29
Nightmares burst forth from the dreams of all creatures (including allies) within 50’ of the caster. They torment those from whose souls they sprang, doing 1d4 Personality damage per round until a will saving throw DC 20 is made. The caster may dismiss one nightmare per round.
30-31
Pikes erupt from the ground or floor in a 25’ radius, impaling all those present for 3d8 damage, Reflex Save DC 20 for half damage. Vampires rolling natural 1s on the save are staked and slain.
32+
Caster targets creatures of HD equal to spell check number (including allies if there are not sufficient enemies, or animals present). They burst into a puddle of blood. A fortitude saving throw DC 25 negates the effect.