Saturday, December 24, 2016

Lord Calbrax of Wichkem

Lord Calbrax rules this land with an iron fist. Literally, his left hand is made of iron, to replace one lost in one skirmish or another years ago. He is tolerated by his subjects; taxes are modest, government officials are punished for being jerks, there are no meaningless bans against forms of entertainment, etcetera.

He speaks in the third person at all times, referring to himself by his title, and uses a very formal mode of speech (“You have amused Lord Calbrax. Well done.”). He can be manipulated, by appealing to his sense of humor, rather easily, but it won't work more than once or twice for a given situation.

He's a big guy, wide and tall, still mostly lean but getting on in years. Small beard, close-cut hair, little eyes.

Will fight to defend himself. Uses the symbol of his authority, a flanged mace he named after his first wife, as his preferred weapon.

Tuesday, December 13, 2016

Secret of the Three Worms

Many people ask me "Lord Kraskanjax, what IS the purpose of the Three Worms?" And I chuckle, and disembowel them with the sacred Knife of Hashkajkak, for such secrets are reserved only for the Enlightened.

Lucky for you, you lucky thing, you are one of the cherished few worthy of the knowledge. It's quite simple, really: The first worm is eaten to cleanse the body of toxins and disease, the second worm is eaten to consume the first worm, and the third worm is eaten to eat that worm and is expelled in the latrine, thus allowing the body to eject the bloated disease-creature altogether. Then we worship the third worm until it expires.

Saturday, December 10, 2016

Knacks

Every time you succeed at a task by using a generic roll (STR check to force a door, INT check to win at a game of skill) you gain the option of taking a Knack in that task; Knacks are not skills, as such, but they're a bonus to that task for that player all the same. You cannot buy points in Knacks, and you cannot get better at a Knack. You can only have one Knack per every 2 character levels, and you cannot 'forget' a Knack.

You can, however, loose a knack; if you roll a critical miss for a task that you have a Knack in, that Knack fails you and whatever the critical failure would be is compounded and made even worse. You can, of course, regain a Knack if you want to, but you have to critically succeed at the relevant task, or succeed at it during a tense moment, and your bonus is only +1, with no improved success chance, until you successfully use the Knack 2 more times.

If you have a Knack, you get a +2 bonus to succeed at the associated task AND your range for an improved success, if one exists in your game, is increased by 1. You can also, if your system has it, use a Knack to get an automatic success at a task once per game session.

Thursday, December 8, 2016

Kandrick's Blade

On a successful critical, the damage is done to both the intended target and all of their bloodline descendants/ancestors throughout all of history. If the critical kills the target then they, understandably, cease to exist, have never existed, and their deeds and activities are immediately 'fixed' so as to explain their sudden but always nonexistence, as does their entire bloodline as above.

Tuesday, October 4, 2016

Security Detail: Planket's Farm

Something's brewing in the mountains, and the family owners of Planket's, which mostly grows poppy and marijuana for the medical industry, are worried. So worried that they're willing to hire mercenaries to protect their farm from whatever's coming their way. PCs who are hired get 300 a day, and any day they have to actually work (keep people out, get caught up in a firefight, get shot, whatever) they get hazard pay of an additional 1000 for that day. The contract specifically says that anyone who tries to get hazard pay fraudulently will have all pay revoked and any relevant charges will be pressed.

There is someone trying to take what the Plankets have made: an anarcho-commune further uphill made up of mostly ex soldiers and survivalists has had their eye on the farm for some time, both for its crop and the land itself. They had planned on offering the Plankets a deal of including them in the commune, and giving them a share of the commune's labours, in exchange for a share of the farm, but that offer was shot down due to the commune's quasi-legal nature. Now their leader, Dallas Groom, has decided that it's about time the commune shows the locals, and the government, that they're serious about taking their own slice of the state.

Aside from the PCs there about a half-dozen other mercenaries working for the Plankets, plus the family itself, and the commune has around thirty able-bodied fighters.

Saturday, September 24, 2016

On the simple goblin: reproduction and life cycle

Goblins are born screaming and biting from the hide of their single parent after said parent has consumed enough raw material for their unique, disturbing biology to create an offshoot which grows and bursts from them like some kind of incredibly disgusting bubo.  A goblin is capable of surviving on its own within five to ten seconds from being born and their first instinct is to feed, usually upon their parent who, if they're smart, which is unlikely, has already buggered off. Newborn goblins are immediately accepted into goblin society, assuming they can be taught to not eat their elders immediately and how to swing a weapon. They continue on like this, eating and killing and occasionally splitting off a new goblin, until they reach maturity around age 4, at which point they become gendered, their otherwise smooth pelvises growing a spiked shaft for inserting their unborn young into a host. At this point they reproduce much like a xenomorph, infesting host bodies with an incubating egg-sack which will, when fully matured, burst forth in a gory display. These children are known as orcs, and we'll leave that for another post.

Saturday, September 17, 2016

Death Slave

(Taken from the synopsis for some new zeroth-level DCC book on RPGNow)

Your soul has been bound, how doesn't matter. You've been plunked down into a corpse, not your own, and now serve a master who hates your guts, has some deep, deep rage against you that will not be satiated until you've served for a thousand lifetimes.

Haw haw. Shitstick.

As a Death Slave you have a few things going for you, though; one, you can't die. Well, you can die, but your soul remains bound to the person who took you out of the afterlife, so they can just plunk you back into a body and you'll be right as rain. You can also push your body past the limits of the living and suffer no personal consequence.