Below are the patron taint results for invoking the God Worm. Several of the entries are derived from my idea that the maggot naga monsters in Tony Dowler's Purple Worm Graveyard might represent former cultists who have been transformed by their service to the Worm God.
PATRON TAINT
1 The caster's skin becomes an ashen gray color and takes on a rubbery appearance. If this result is rolled a second time, the caster's skin becomes tinted a deep purplish-gray and begins to protect the caster as though she were wearing leather armor (AC 11). If this result is rolled a third time, the caster's skin becomes vivid purple and protects as though she were wearing hide armor (AC 13).
2 The caster can no longer gain nourishment from fresh food and must instead only consume food that is spoiled or has become rotten. She no longer needs to eat normally, but must make a Will save against a DC of 5 + the number of meals skipped to avoid spending a turn eating any spoiled food, rot, vomit, or excrement she encounters. If this result is rolled a second time, the caster can no longer eat anything but dead flesh, and must make a Will save against a DC of 10 + number of meals skipped to avoid spending a turn gorging herself on any freshly killed character or monster she encounters. If this result is rolled a third time, the caster is no longer tempted by the recently dead, but must make a Will save against a DC of 15 + the number of meals skipped to avoid spending a turn consuming the flesh or gnawing the bones of any corpses, skeletons, or undead she encounters. (The caster generally skips one meal per day, plus any "meals" she avoids by making a successful Will save.)
3 The caster takes off and throws away her boots, insisting on going barefoot so she can feel the ground beneath her feet. If this result is rolled a second time, the caster's feet and legs become boneless tentacles. The caster's gait becomes unnatural and she receives a +5 bonus to climb walls or other sheer surfaces. If this result is rolled a third time, the entire lower half of the caster's body transforms to become a single worm-like tail. She can no longer wear pants or hide her deformity, but she receives a +10 bonus to climb walls or other sheer surfaces.
4 The caster's teeth begin to fall out of her mouth and are replaced by hundreds of tiny barbs and hooks. If this result is rolled a second time, the caster's tongue falls out, and her voice becomes a whispered rasp. If this result is rolled a third time, the caster's entire mouth reforms into the O shape of a lamprey.
5 The caster seethes with the God Worm's ferocity against the undead. When fighting the undead, the spellcaster uses the critical range of a Warrior with level equal to her CL (so a 1st level caster would have a critical range of 19-20 instead of 20.) If this result is rolled a second time, when fighting the undead, the caster enters a battle frenzy every time she crits, and she must burn at least 1 point of Personality or Intelligence (each ability point burned adds +1d12 damage to her hit.) If this result is rolled a third time, the caster uses the monster ciritical hit matrix and crits as a monster with HD equal to her CL (so a 1st level caster would roll M/d6 instead of I/d6.)
6 The caster cannot attack any vermin, except in self-defense after it has attacked her or her allies. If this result is rolled a second time, the caster cannot attack any vermin unless it has already damaged her. Additionally, she must make a DC 10 Will save to avoid making a single attack against the first person to kill a vermin each combat. If this result is rolled a third time, the caster cannot attack any vermin under any circumstances, and is considered helpless against attacking vermin. Additionally, she must make a DC 15 Will save to avoid attacking the first person who makes an attack a vermin each combat. If she fails this save, she may attempt it again at the beginning of each new round, but she will fight this person to the death unless she succeeds her Will save before making the killing blow.
Saturday, May 7, 2016
Thursday, May 5, 2016
DCC Patron: The God Worm
Below is my write-up for the God Worm, an inhuman patron based on the Worm God from Tony Dowler's Purple Worm Graveyard. The God Worm is a powerful patron, but this comes at a pretty steep price. The Savage Cannibals of the Great Worm Cult living in Park Pobedy in Dmitry Glukhovsky's Metro: 2033, and the Eater cult on Vavatch Orbital in Iain Banks's Consider Phlebas are both possible literary models for what the worshippers of the God Worm might look like.
THE GOD WORM
The God Worm is a powerfully and deeply ancient supernatural being. It has been worshipped in many guises, but its true nature is unknown. It might simply be the largest worm in the world. It might be the progenitor Mother of all worms, or the Platonic ideal of worm-kind, the last surviving Cambrian god, or the god-creator of all annelids. It might be the Great Worm that dug the many tunnels of the underworld, or the Eater of the Dead. It might even be the Hyperborean Worm, the White Worm that presages the glaciers, or the Conqueror Worm, death, or the world-serpent Jörmungandr, the Worm Ourouboros, who encircles the world.
The God Worm has been worshipped primarily by farmers hoping for better crops and villagers besieged by the unquiet dead, but its cults can also be found among cave dwellers seeking protection from the great tunnel digger, among islanders fearing earthquakes or volcanoes, and in cities ravaged by plague. The God Worm is an un-human mind, and all who pray to it or attempt mental contact eventually succumb to madness. The God Worm's dictates are only occasionally compatible with human desires, and it is an essentially unknowable alien entity. Its wants are not our wants, its needs are not our needs, and trying to please or understand it is a suicidal act of self-destruction. Worm cults inevitably self-obliterate, or are purged from the earth by their frightened neighbors, as their members turn to detrivory, corpophagy, auto-cannibalism, self-mutilation, cultivating worms under the skin of their own bodies, digging ever-deeper burrows and tunnels, and breeding ever-more, ever-larger monstrous worms.
INVOKE PATRON RESULTS
12-13 The God Worm turns in its sleep. The earth trembles with vibrations, and all sentient minds must succeed a Will save vs. the spell check result or lose their next action. (Worshippers and servants of the Worm God are miraculously unaffected, but other allies of the spellcaster need to save as well.)
14-17 The God Worm gazes briefly at the spellcaster, and visions of madness afflict the spellcaster's foes. Each sentient opponent must make a successful Will save vs. the spell check result or spend their next combat round clutching their heads in pain. Any opponent holding a weapon or shield has a 50% chance of dropping whatever they were holding.
18-19 The ground shakes with the movement of worms beneath the earth. Everyone present must make a successful Reflex save vs. the spell check result or fall prone and drop whatever they are holding. (Worshippers and servants of the Worm God are miraculously unaffected, but other allies of the spellcaster need to save as well.) Anyone who falls prone take 1d4 damage from the fall and must spend the next round regaining their feet.
20-23 The God Worm sends a Worm That Walks. This writhing human-shaped mass of worms rises from the ground next to the spellcaster and fights by her side until it is damaged, when it immediately discorporates.
28-29 A sinkhole opens beneath the feet of the spellcaster's foes. A perfectly circular 10' diameter hole opens beneath the most dangerous enemy who falls in (no save). Other combatants engaged in melee must make a successful Reflex save vs. the spell check result or fall in as well. (Worshippers and servants of the Worm God are miraculously safe, but other allies of the spellcaster may need to save as well.) The sinkhole is at least 20' deep, but if a dungeon level exists below the spot the hole opens, it will tunnel all the way through, even hundreds of feet down. Falling creatures take 1d6 damage for each 10' they fall. A successful Climb Sheer Surfaces skill check or Agility check against DC equal to the spell check result is needed to climb up the smooth-sided walls of the sinkhole.
30-31 The God Worm sends a Purple Worm. This colossal beast erupts from the ground and interposes itself between the spellcaster and her enemies, fighting them for 1d3+1 rounds before burrowing away.
THE GOD WORM
The God Worm is a powerfully and deeply ancient supernatural being. It has been worshipped in many guises, but its true nature is unknown. It might simply be the largest worm in the world. It might be the progenitor Mother of all worms, or the Platonic ideal of worm-kind, the last surviving Cambrian god, or the god-creator of all annelids. It might be the Great Worm that dug the many tunnels of the underworld, or the Eater of the Dead. It might even be the Hyperborean Worm, the White Worm that presages the glaciers, or the Conqueror Worm, death, or the world-serpent Jörmungandr, the Worm Ourouboros, who encircles the world.
The God Worm has been worshipped primarily by farmers hoping for better crops and villagers besieged by the unquiet dead, but its cults can also be found among cave dwellers seeking protection from the great tunnel digger, among islanders fearing earthquakes or volcanoes, and in cities ravaged by plague. The God Worm is an un-human mind, and all who pray to it or attempt mental contact eventually succumb to madness. The God Worm's dictates are only occasionally compatible with human desires, and it is an essentially unknowable alien entity. Its wants are not our wants, its needs are not our needs, and trying to please or understand it is a suicidal act of self-destruction. Worm cults inevitably self-obliterate, or are purged from the earth by their frightened neighbors, as their members turn to detrivory, corpophagy, auto-cannibalism, self-mutilation, cultivating worms under the skin of their own bodies, digging ever-deeper burrows and tunnels, and breeding ever-more, ever-larger monstrous worms.
INVOKE PATRON RESULTS
12-13 The God Worm turns in its sleep. The earth trembles with vibrations, and all sentient minds must succeed a Will save vs. the spell check result or lose their next action. (Worshippers and servants of the Worm God are miraculously unaffected, but other allies of the spellcaster need to save as well.)
14-17 The God Worm gazes briefly at the spellcaster, and visions of madness afflict the spellcaster's foes. Each sentient opponent must make a successful Will save vs. the spell check result or spend their next combat round clutching their heads in pain. Any opponent holding a weapon or shield has a 50% chance of dropping whatever they were holding.
18-19 The ground shakes with the movement of worms beneath the earth. Everyone present must make a successful Reflex save vs. the spell check result or fall prone and drop whatever they are holding. (Worshippers and servants of the Worm God are miraculously unaffected, but other allies of the spellcaster need to save as well.) Anyone who falls prone take 1d4 damage from the fall and must spend the next round regaining their feet.
20-23 The God Worm sends a Worm That Walks. This writhing human-shaped mass of worms rises from the ground next to the spellcaster and fights by her side until it is damaged, when it immediately discorporates.
- Worm That Walks: Init +0, Atk 1 tentacle +6 melee (1d12) or engulf +6 melee (2d6), AC 13, HD 8d8, Act 1d20, MV 20, SP takes half damage from cutting and piercing weapons, first tentacle attack has 5% chance to deliver Chill Touch with 1d8 + 10 spellcheck result, engulfed creature takes 2d6 bite damage per turn (DC 14 Agility check to escape), death throes discorporates into mass of earthworms, SV Fort +6 Ref +2 Will +2, AL N, Crit M/d14
28-29 A sinkhole opens beneath the feet of the spellcaster's foes. A perfectly circular 10' diameter hole opens beneath the most dangerous enemy who falls in (no save). Other combatants engaged in melee must make a successful Reflex save vs. the spell check result or fall in as well. (Worshippers and servants of the Worm God are miraculously safe, but other allies of the spellcaster may need to save as well.) The sinkhole is at least 20' deep, but if a dungeon level exists below the spot the hole opens, it will tunnel all the way through, even hundreds of feet down. Falling creatures take 1d6 damage for each 10' they fall. A successful Climb Sheer Surfaces skill check or Agility check against DC equal to the spell check result is needed to climb up the smooth-sided walls of the sinkhole.
30-31 The God Worm sends a Purple Worm. This colossal beast erupts from the ground and interposes itself between the spellcaster and her enemies, fighting them for 1d3+1 rounds before burrowing away.
- Purple Worm: Init +0, Atk 1 bite +11 melee (1d24 + swallow) and 1 sting (1d8 + poison), AC 16, HD 15d8, Act 2d20, MV 20, SP swallows opponent whole on any attack roll that exceeds the target's AC by 4 or more, or any natural 20, swallowed opponents take 2d6 crush damage per round while the worm lives, sting injects lethal poison (DC 18 Fort save to survive), SV Fort +9 Ref +5 Will +2, AL N, Crit M/d20
Monday, April 25, 2016
The Slow-Time Dungeon on Urutsk
SESSION 5
In the morning, after the rain and the night spent with
their unnerving visitor, Anjalik seem desultory, and smoked heavily as she,
Slunk, and Merope continued walking toward the Trade Tower. Slunk claimed to
recognize the smoke as being popular with the local halfling population near
his village, and he and Merope contemplated the weird world they found themselves
on, while Anjalik rambled, “I'm not a good person. I've killed people. I've
eaten people. Nah, I'm just foolin' with you, you guys are great!” Merope
thought that Anjalik was suffering from the effects of her drugs and the
influence of the cannibal hunter from the night before, but Slunk remained
convinced ever after that their companion was a literal man-eater.
The walk that day was uneventful, and eventually the group
found a decent place to make a campsite. They were in a small clearing dotted
with ruins, though only a foot or so wall remained to show the outlines of
where the buildings had been. After making camp, Anjalik announced “I'm gonna
smoke a bowl. You two take care of yourselves.” Slunk and Merope decided to
search the grounds for any evidence of nature of the ruins, and instead found a
trapdoor that opened to a staircase leading underground. The pair called out to
announce their plan to Anjalik, then headed down into the ruined basement.
Underground, they found themselves immediately at a
crossroads, with two large identical hallways branching off away from the
stairs. One side looked odd to Slunk's elf vision, so he threw a pebble down
the hall, or tried to at least. The pebble crossed the threshold to the hall,
and then froze in midair. Looking closely, Slunk and Merope saw that it was
still moving, just very, very slowly. Slunk theorized that the hall led to a
kind of “slow-time dungeon” that might hold treasures from before whatever
disaster had befallen Urutsk. Without meaning to, Slunk had moved too close the
threshold and crossed over. Merope saw her comrade suddenly freeze in place.
Fearing there was no way to rescue him from the outside, she crossed over as
well.
Merope and Slunk agreed that they should try to spend as
little time as possible in the slow-time area, and that they should start their
explorations by ensuring they had a path back across to the normal-time side of
the threshold. Slunk first tried tossing the stone back across, but it bounced
off the air as though it had struck a wall. He next tried pushing his hand
though, and felt terrible friction. He theorized that the air particles on the other
side of the threshold were moving so fast relative to him that they seemed both
to create a barrier and to be super-heated. Although he expected it to hurt, he
thought the solution was to get a running start and jump through as quickly as
possible. Unfortunately, when he tried, he caught fire and ended up suspended
in mid-air above the threshold. Merope quickly dragged her friend back into the
slow-time side, rolled him on the floor to extinguish the flames, and tried to
awaken him. She saw that he'd stopped breathing, and immediately administered
all the aid she knew. Slunk survived his brush with death and awoke feeling
temporarily feeble and in need of a night's sleep.
By this time, Merope had become not just a fighter, but an
arcane knight, with an elemental bloodline of frost. She cast a shielding spell
on herself and started to cross the threshold. This seemed to protect her from
the friction, although the world looked weird and shimmery as she stood in the
junction between the two time zones, and she thought she saw ghostly monkey
fetuses floating at the periphery of her vision. She stepped back from the
threshold to rejoin Slunk, unable to maintain the spell any longer or to cast
it again until she'd rested. The pair slept fitfully that night, imagining what
must be happening in the world overhead. The imagined Anjalik waking to find
them gone, and continuing on without them. They imagined the centuries or millennia
that must be passing as they slept, and feared that they'd become lost again,
unable to return to a world they were just starting to know.
In the morning, with Slunk recovered from his injuries, and
with the opportunity to return safely seemingly already foreclosed to them, the
pair set forth to explore the slow-time dungeon.
SESSION 6
Slunk and Merope made their way out of the stonework foyer
to the slow-time dungeon and into a hallway with finished walls and floors. Not
fully understanding what they were seeing, they theorized that they were inside
a starship which had landed (or perhaps crashed) on the surface of Urutsk and
was then covered over by dirt and debris. They theorized as well that the time
dilation effect might be some kind of security mechanism activated during a
boarding party, and that the people onboard the ship might believe themselves
to be mid-emergency. They tried asking Slunk's electronic familiar, Clippy, but
she reported a massive clock-discrepancy between herself and the local
computers that made it impossible to synch up properly.
Continuing down the hall, they found a branch that led to a
strange room with dozens of ramps and walkways. They weren't sure what sort of
room it was, but did find a security panel that Merope was able to open with a
handprint. Inside the panel were new outfits that they put over their white
coveralls: rubbery dark blue body suits that seemed to offer protection against
fire. They each picked up a handheld fire-suppression device as well. Returning
to the main hall, they found that it terminated in a room. Merope devised a
plan to go in with their gas masks on, report a fire down the hall, then drop
one of the gas-grenades they'd found on the big ship. She hoped that wearing
the local armor and covering their faces would provide enough confusion to
distract anyone they met long enough for the gas-grenade to go off, which would
then provide either an even better distraction, or a major tactical advantage
in a fight. (We later learned that this was not a ship, and that while the time
dilation effect was a security measure, it wasn't activated as an immediate
response to a bombardment or boarding party. As a result of this
misunderstanding, the subterfuge element of Merope's plan was pretty much
doomed from the outset.)
We all like to imagine that in times of stress or violence,
we'd react like action heroes, moving gracefully and fearlessly into the fray,
effortlessly doing what needs to be done. The reality is far different. One of
my favorite aspects of low-level D&D is the way that it often resembles a
comedy of errors, with every action the characters attempt going hilariously awry
all at once. Low-level characters rarely act like action heroes, more often
they act like Keystone Cops.
Merope and Slunk entered the room at the end of the hall
together, gas masks hiding their faces, a grenade in Merope's hand. “We're
under attack!” Merope shouted, “There's a fire in the engine room! We've got to
get out!” The three occupants of the room didn't devolve into panicked fleeing
though. Instead, their leader, a short-haired bulldog of a woman drew her
weapon and pointed it at Merope. “Put the grenade down! Get down on the ground
now!” Merope and Slunk exchanged glances, then attempted a coordinated maneuver
to slide over and dive behind a countertop, using it as cover to open fire on
their opponents. Instead, both of them failed to clear the counter, and both
shots they fired missed entirely. They were quickly outmatched, and quickly
surrendered. The leader of the dungeon residents instructed the other woman
present to disarm Slunk and Merope and tie up their wrists. Slunk allowed
himself to be captured, but Merope grabbed the woman, rolled them both onto the
floor to use her captor as a human shield, and re-drew her weapon. The
tough-nosed woman responded by shooting Slunk in the head, killing him.
Merope returned fire, clipping the leader's head, killing
her as well. Merope rushed to Slunk, covering herself with her gun. She pulled
two medical stimulants from her waist. “I've got medicine,” she said, “I'm
going to save my friend, and we're going to go down the hall. You're not going
to follow us. Let us leave, and I'll save your friend, too.” The two lackeys
assented, and Merope injected first Slunk and then the slow-time leader,
bringing them both back from the brink of death. She helped her friend limp out
of the room, and good to their word, the dungeon residents didn't follow.
Together, Slunk and Merope made their way back down the hall to the
time-dilation barrier, and enacted their plan to escape.
Merope cast a shielding spell over the pair of them, and
Slunk cast a spell to let them take a misty step across the veil. They passed
through the barrier as though it weren't there, and made their way back to the
surface. The world around them appeared strangely rainbow hued, and as they
returned to the surface, they saw dozens, perhaps hundreds of ghostly monkey
fetuses flying toward them. Merope pushed Slunk to the ground and threw her
body over his to protect him, then tried the only thing she could think to
return them to the safety of the real world, and let the shielding spell go.
When she looked up, the sky was its normal color again, and nothing was chasing
them. Anjalik looked over from where she'd been packing up the campsite. “Did
you two spend the whole night down there? We're pretty close to the trading
tower now. We should be there by this afternoon.” Merope thought of a story
she'd heard of a man visited by ghosts who lived an entire extra lifetime in
one evening. “All in one night!” she cried out, and wept. Merope and Slunk were
both amazed to see Anjalik again, and neither could explain how the
time-dilation effect had returned them to the same time they'd left.
True to Anjalik's word, by mid-afternoon, they reached a
clearing dominated by an enormous structure. It looked like a steep terraced
hill, or an overgrown ziggurat. It looked like it had around 20 levels, and
each one was crowded with people, market stalls, and bustling commerce. As they
approached, they saw that the ground level was dominated by heaps of garbage
and heavily mutated people. Anjalik referred to them as “the trashy people,”
and suggested that they'd be able to sell their Sensorium on 14 at least.
Unfortunately, they were quickly accosted by a pair of
toughs who seemed to know Anjalik. They demanded that she repay a debt she owed
them. Anjalik showed them the Sensorium the group was about to sell and
convinced the two mercenaries to accept her share of the sale. The toughs
initially tried to demand the entire Sensorium, but Slunk improved their
negotiating position by conjuring an illusion of spiders and bats pouring from
his cuffs. The pair of bravos agreed to Anjalik's proposition, and Anjalik
herself was delighted by the trick. The enlarged group took to the stairs that
spiraled around the structure and began climbing up. On the stairs, Slunk
suggested to Merope that they repay Anjalik for her help by crafting a magical
bracelet to create a similar illusion, and Merope agreed to split the cost with
him out of their proceeds from the sale.
As they passed the sixth level, they noticed a great
commotion going on in the market around them. The first part of the bazaar was
nearly empty, then they saw a mob running away, and then a man with a glowing
sword that seemed about to burst with power shouting “Everybody get back! It's
gonna go off!” By the time they got to the seventh level, Merope had decided to
try to help with the situation downstairs. She believed that the man had
accidentally come into possession of a cursed sword, and that it was laying
waste to the tower against his will. (Nope! Wrong again!) She asked Slunk to
use his skills as a charlatan to negotiate a good price for the Sensorium on
her behalf, and to start on the bracelet as soon as he had the funds.
Slunk, Anjalik, and her creditors continued up to 14, where
the first salesman to inspect their goods concluded that it was the finest
Sensorium the tower had ever seen, and that it needed to go up to 17. He spoke
to some guards and got them an escort. In comparison to the slum-like
conditions on the ground, 17 was a veritable bastion of luxury, with all the
market stalls well-appointed and everyone healthy and well-dressed. The
road-weary travelers got a lot of sideways glances from the locals, but found an
electronics dealer willing to appraise the device. He made an offer that was
several thousand higher than even Anjalik had expected. She managed to
renegotiate on the fly. “It's four shares now. My friends get two, I get one,
and you two get the other. It's still more than I owe you.” A menacing look
from Slunk that intimated the return of his illusions helped to seal the deal,
and the bravos left with Anjalik's debt repaid. Anjalik offered to lead Slunk
on to a nearby space-port, the largest settlement in the area, and he agreed.
The two went back downstairs, intending to pick up Merope on their way to the
ground level.
As this was going on, Merope had returned to 6 and gone
looking for the man with the sword. While trying to find someone who knew which
way he'd gone, she found a group of people who looked like they were either so
gothic they were actually undead, or like the Addam's Family if they were not
merely ghoul-ish but literally
ghouls. They pointed Merope in the correct direction, and pressed a bag of
gemstones into her hands, saying they were hers if she killed him. Merope's
plan had been to free the man from his curse, not kill him, but she
acknowledged that he might die in the attempt, and reluctantly accepted their
payment. Following after the man, Merope caught up to him in an alley.
“That's quite a sword,” she told him.
“It's my heroic burden.”
“Where did you pick up that burden?”
“It was a gift from my patron. I'm using it to bring justice
to the tower.”
By this point, Merope was getting second thoughts. Whoever
this man was, he didn't seem like the unwilling victim of a cursed weapon, and
further conversation reinforced her impression that he did not seem amenable to
surrendering the weapon to her. Around that time, the gothic ghouls were
approaching from behind Merope. The man drew his sword and it started powering
up again, and the two factions prepared to face off. Merope left the scene,
dropping the bag of gems at the feet of her erstwhile patrons, and headed back
to the central square to meet up with Slunk and Anjalik.
Saturday, March 26, 2016
Mechanics I Want to Use - Leaping Attack
Jousting is a classic lance attack, but it needn't be the
only one. In the Final Fantasy games,
dragoons are lance-carrying characters who wear dragon-themed helmets, and who
use an attack called "Jump" to leap high into the air, disappearing
for 1 combat round, and then land on a target, reappearing and dealing double
damage.
![]() |
| Fig 1 - Final Fantasy IV's Kain the Dragoon |
In general, and attack that lets a character use 2 rounds
worth of actions to deal double damage with a single attack seems
"fair." In fact, I'd argue that the risk of losing 2 rounds worth of
damage on a single miss, instead of only one round, means that dealing only
double damage is a slightly losing proposition. (I'm sure game theory would
back me up, although I don't feel like looking up how to write out one of their
equations.)
In Final Fantasy,
being immune to attacks for a round while your character's "high up in the
air" maybe compensates for the extra risk of the Jump. An attack that
dealt double damage in the first round at the risk of not dealing any damage in
either round might also be worth it, since extra damage in Round 1 might mean
that there doesn't need to be a Round 2 at all.
![]() |
| Fig 2 - Final Fantasy IV's Cecil the Dark Knight |
There's no question that the Jump attack looks cool, and
maybe players are willing to accept a special attack that is actually slightly
worse than attacking normally in order to look cool, but I'd argue that there's
no reason to make them pay that price, even if they're willing to accept it.
This is especially important in DCC, where any combat maneuver carries an
increased risk of making a warrior miss their attack by depriving them of their
usual to-hit bonus.
Another way to make a Jump-style attack more
"fair" would be to make the final damage even more variable. Paying 2
rounds of attacks to get triple damage is an obvious "win" for the
attacker, paying 2 rounds of attacks for the possibility of either normal damage,
double damage, or triple damage sounds even more "fair" to me.
The Leaping Attack requires that the lancer be on higher
ground than her target. In DCC, this normally confers a +1 to-hit bonus. I’m
re-using an idea I innovated for my Jousting deed to say that for mounted
lancers, this bonus is equal to the HD of their mount (not just +1) and that it
can be applied as the lancer sees fit to the attack, the deed, or the crit.
![]() |
| Fig 3 - The "stand" position in the actual sport of Equestrial Vaulting, and what a mounted lancer looks like just before leaping. |
Weapon-Specific Deed
- Leaping Attack (Lance)
When executing this deed, the lancer leaps down from a
position above her target and strikes them with terrible force before resuming
her original position. This deed takes 2 combat rounds to execute. In the first
round, the lancer makes her attack and deed rolls, and pounces onto her target.
In the second round, she recovers from the maneuver and moves back to her
original position.
If the lancer's attack roll succeeds and her deed roll
fails, she attacks normally, but she must still spend the second round
recovering from her maneuver. If her attack roll fails but her deed roll
succeeds, she does not attack at all, and may use the second round normally. If
both rolls fail, she executes a failed leaping attack, and must spend the
second round recovering.
On a successful Leaping Attack attempt, the lancer scores an
automatic critical hit. On a natural 20 attack roll (or any successful attack
roll within her critical range,) she rolls on Crit Table V instead of her usual
Crit table, and she received double the listed bonus when she rolls on that
table.
A lancer who attempts this deed while mounted stands up on
her mount's back before leaping, and she receives a bonus of +1 for each of her
mount's Hit Dice. She can apply this bonus to her attack roll, her deed roll,
or her Crit table roll. (If a lancer is riding a charging mount, her damage
dice are doubled on any successful attack, even if her leaping maneuver fails.)
3 The lancer
scores a critical hit. She rolls her deed die on her usual Crit table with a +3
bonus.
4 The lancer
scores a critical hit. She rolls her deed die on her usual Crit table with a +4
bonus.
5 The lancer
scores a critical hit. She rolls her deed die on her usual Crit table with a +5
bonus.
6 The lancer
scores a critical hit. She rolls her deed die on her usual Crit table with a +6
bonus.
7+ The lancer
scores a critical hit. She rolls her deed die on her usual Crit table with a +7
bonus (or more. The bonus is equal to the Mighty Deed result.)
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