Sunday, April 4, 2021

Nymph Class (Gorgon Crawl Classics)

The Nymph has been the hardest class for me to put together for Gorgon Crawl Classics. It started off as a simple reskin of the Elf, a kinda-fighty spellcaster. I quickly realized that the Cleric spell list fit the “semi-divine nature spirit” concept better than the Wizard spells did, so it changed into an Elf with Cleric spells. But the Cleric spells, on average, lack the “oomph” of Wizard spells. So without access to Turn Unholy, Lay on Hands, and Divine Intervention, the Nymph was just kind of a less-goods Cleric (albeit, with slightly better saves).

I know “balance” isn’t really a thing in Dungeon Crawl Classics, but I needed reasons to play a nymph (other than simple cool factor), especially since level-0 isn’t a thing in GCC, and players can choose their class. What I came up with was giving her access to a handful of wizard spells, as well as some benefits when she’s in her native environments. I’m pretty happy with how the Nymph sits right now, but there are sure to be a few more tweaks. At some point I need to write a nymph-specific Disapproval table.

Also, in my research I found out that there are Nymphs native to the Underworld—Lampads, Persephone’s torchbearers. So yeah, goth nymphs—pretty cool.


Nymph (Class)

All-female nature spirits. 

Hit Points: 1d6 per level

Weapon Training: dagger, javelin, bow, short sword, staff, spear

Alignment: Usually neutral. Chaotic nymphs are called “Maenads.”

Ageless: Do not age and are immune to all supernatural aging. 

Bonded to Nature: Choose the environment to which your Nymph is bonded. This choice determines what kind of Nymph you are and will effect some of your special abilities. This choice cannot be changed, baring exceptional circumstances.

  • Forest: Dryads
  • Mountains and grottos: Oreads
  • Streams and lakes: Nereids
  • Sea: Naiads
  • Underworld and dungeons: Lampads

Gifts of Nature:

  • Dryad: Leaves no trace or path when walking through forest or underbrush. Unimpeded by woodland travel.
  • Oread: Immune to natural cold. Unimpeded by mountain travel.
  • Nereid/Naiad: Can breathe underwater. Swim at their normal walking speed. 
  • Lampad: 120’ Infravision

Grace: If unarmored and not using a shield, the Nymph can add her PER modifier to her AC.


Divine Nature: Thanks to their connection to nature and the gods, Nymphs are natural spellcasters. Nymph cast clerical spells, rolling 1d20+PER+LUCK+Level as their casting roll. Armor check penalties apply.

Due to their connection to the powers of the divine, Nymphs get to choose which spells they learn at each level, and do not have to depend on the whims of fate or the roll of the dice. All Nymphs start with the exclusive spell Nymphcraft (see below) and may choose a number of additional spells as indicated on their class table. This amount is further modified by their PER bonus.

Nymphs have access to all the spells from the Cleric's list. Additionally, Nymphs have access to several traditional wizard spells which they can select as known spells. Nymphs will tell you that wizards stole these spells from their ancient sisters. Nymphs cast these as Cleric spells. Failed rolls do not result in loss, failure, corruption, or any of these wizardly hazards, but accrue Disapproval as normal.

These spells are:
  • Level 1: Animal Summoning, Charm Person, Sleep
  • Level 2: Invisibility, Mirror Image
  • Level 3: Consult Spirit, Planar Step
  • Level 4: Polymorph
  • Level 5: Mind Purge

Native Spellburn:
While within their natural habitat, Nymphs can spellburn physical attributes to increase their spellcasting rolls, just like wizards do. They can only recover spellburn damage while within their natural habitat.

Level

Attack

Cirt/Table

Action Die

Known Spells + Nymphcraft

Max Spell Level

Ref

Fort

Will

1

+1

1d6/II

1d20

3

1

+1

+1

+1

2

+2

1d8/II

1d20

4

1

+1

+1

+1

3

+2

1d8/II

1d20

5

2

+1

+1

+2

4

+3

1d10/II

1d20

6

2

+2

+2

+2

5

+3

1d10/II

1d20+1d14

7

3

+2

+2

+3

6

+4

1d12/II

1d20+1d16

8

3

+2

+2

+4

7

+4

1d12/II

1d20+1d20

9

4

+3

+3

+4

8

+5

1d14/II

1d20+1d20

10

4

+3

+3

+5

9

+5

1d14/II

1d20+1d20

12

5

+4

+4

+5

10

+6

1d16/II

1d20+1d20+1d14

14

5

+4

+4

+6

Nymph Level Titles

  1. Innocent

  2. Pastoral

  3. Pleiadian

  4. Daemon


 

Nymphcraft

Level: 1, Range: Varies, Duration: Varies, Casting Time: 1 Action, Save: Varies

General

Only Nymphs may learn this spell. The Nymph calls upon her divine connection to nature and bond to the land to perform a variety of magical effects. When successfully cast, the Nymph may choose any effect equal to her roll or below. When cast in the Nymph’s natural habitat, she gets a +1d bonus to the spellcasting roll. 

Manifestation

See Below

Roll

Effect

1-11

Failure.

12-13

Generate 1 cubic foot of material per CL

Dryad: Flowers and leaves

Oreads: Stones and pebbles

Nereid: Freshwater
Naiad: Saltwater

Lampad: Bone and ash

14-17

Encase the nymph in a protective layer of bark (dryad), stone (oread) shells (nereid/naiad), or bone (lampad). +4 AC for CL turns. 1d6 fumble and no check penalty. Does not stack with worn armor, except shields. Does not disrupt the Nymph's "Grace" ability.

18-19

Teleport from one tree (dryads), stone (oread), pool of water (nereid/naiad), or shadow (lampad), to another within 100’ x CL. The tree, stone, pool, or shadow must be big enough to theoretically contain the nymph.

20-23

Attack an enemy within 60’ with spears of wood (dryad), stone spikes (oread), ice knives (nereid), stinging jellyfish tendrils (naiad), or bone shards (lampad). 4d6 damage, reflex save for half damage. 

24-27

One enemy within 60’ must make a reflex save or become bound by roots and vines (dryad), stone hands (oread), ice (neirid), seaweed (naiad), or iron shackles (lampad). Target cannot move or attack, but can break out with a STR roll with a DC equal to the casting roll. Bindings are AC 9 and have hit points equal to the casting roll. 

28-29

Touched, willing ally falls into a deep sleep for 1 hour. When they awake they heal 2d6+CL hp. 

30-31

Nymph summons a guardian spirit that protects the nymph and follows her orders for CL turns or until destroyed. 

Guardian Spirit: Init +4; Atk Slam +4 (2d4); AC 16; HD 4d8; MV 30’; Act 1d20 or 2d16; SV Fort +4, Ref +3; Will +5; AL N; SP: See below.

*Wood spirit (Dryad): Immune to piercing damage

*Rock spirit (Oread): Immune to electricity, ½ damage from slashing weapons

*Water spirit (Nereid/Naiad): Immune to bludgeoning damage, ½ damage from cold.

*Underworld Spirit (Lampad): Immune to cold and poison. 

32+

Target enemy within 120’ must make Fort save or transform into a tree (dryad), pillar of stone (oread), fountain (neirid), coral statue (naiad), or stone memorial (lampad) for CL days. 



Tuesday, March 23, 2021

Self-Indulgent Post Where I Talk About My Sims Game.

I just want things to turn out well for these crazy kids.

I don’t talk a lot about video games here. I like video games, but I’m firmly on the “casual” side of the casual-hardcore spectrum. I’ve always liked the Sims series of games, but I hadn’t touched them in 15+ years... until Covid hit.

With lockdown and my home game on suspension and the world on fire and everything, I started playing The Sims 4 as a way to escape. “There’s no corona virus or lunatic presidents in Willow Creek, I’ll tell you that! And everyone dressed like it’s 1995!” I turned off aging, didn’t mess with parenthood, and used a lot of cheats, and mods. Everyone was young, beautiful, immortal, and childless. Bliss. I’m a simple man.

But after I year or so, I felt like I was only playing half the game. So I decided to do a legacy game. Turn on aging, start young and broke, go to school, raise a family, and try not to use any cheats (but still using custom content). Between my self-imposed goals and restrictions, and (finally) the right combination of expansions (Get to Work, Discover University, and Season) I’ve become amazingly invested in my current game, and have had a blast silently roleplaying and watching how the narrative twists and turns.

I could pretend this post is all about ludo-narrative synergy, emergent storytelling, or other RPG discourse buzzwords, but really I just wanna talk about my Sim and I don’t have anywhere else to do it. So there.  

I’ll like, put my Sims’ stats for Fate Accelerated at the end of the post or something. Gotta’ keep my TTRPG street cred.

 

A chump in a dump.
Jagger Kinkade was an orphan under the guardianship of his disreputable aunt Trixie. Jagger started as
a teen with the Romantic and Geek traits and the Writer aspiration. His aunt had the Mean, Hot-Headed, and Alcoholic traits and the Criminal job track. I set them up in the worst apartment in San Myshuno and used a cheat to drop their starting funds to a mere $500. I generally only played Jagger, and left his aunt run on autopilot. The goal was to lift Jagger out of poverty, go to college, move out of the city, and start a family.

Jagger’s a young geek-punk with dreams of being a writer. Unfortunately, the apartment’s constant need for repair and upkeep meant he usually focused on engineering and mechanics instead of writing. Jagger was stressed and bored most of the time and wound up finding cheap comfort in tawdry relationships and petty crime. He tried to keep a before-school job as at the coffee shop, but it put too much stress on his school and sleep. Once he saved enough to buy a guitar (for some healthy outlet) he quit his job to focus on music school and dating. After getting repeatedly shot down by the teen wizard Gemma Charm, he wound up forming a deep relationship with Cassandra, the young heiress of the Goth Family (a townie NPC).

Despite his challenges, He graduated high school with a B average. At his graduation party, his friend J Huntington III, suddenly and unexpectedly dropped dead. This would be weird foreshadowing. 

Jagger quickly left the slums and headed to Britechester University to major in Language and Literature. He only qualified for two small scholarships, so he arrived at the dorms with only $300 in his pocket. He resorted to stealing and selling his roommates’ possessions for extra cash. Of course he immediately started flirting with every attractive woman with colored hair on campus, forgetting his girlfriend back home. Many of his dormmates were gloomy and shocking number of them were evil. But he quickly made friends with a few of them, including a lasting friendship with a childish but good-hearted UFO enthusiast named Gage. The first term was tough, as he got used to the ebb and flow of course work. Some pick-up gig work writing ad copy gave him some extra cash. Dorm food was making him fat, however, so he began to focus on athletics to keep trim. 

In his second term, Jagger qualified for more scholarships, including a soccer scholarship. Those days at the gym had paid off! Jagger started to feel bad about his former criminal acts and began to curb his baser instincts. He was still something of a jerk, though, and despite his girlfriend Cassandra back home (whom he never called) Jagger began a serious relationship with a fellow student named Becca Clarke (another townie NPC). Their relationship moved quickly, but there wasn’t much of a long-term connection. 

Jagger and Chihiro's first date. Awww...

That connection was found in the next term when Jagger moved out of the dorms and into the Darkwing House. One of his room mates there was a cute Computer Science major named Chihiro Ono (a randomly generated NPC). She shared his love of athletics, music, and photography. Their relationship built slow, but the spark was there. Jagger amicably ended his romantic relationships with Cassandra and Becca, and focused on Chihiro. Becca and Jagger would remain good friends. 

The next term, Chihiro moved out and a bunch of dudes became Jagger’s new roomies. One, a dreadlock-bedecked stout young man named Devon became his new best friend, inviting himself to wherever Jagger went in-town. Despite living in different homes, Jagger and Chihiro began to build their relationship. At the start of the next term, after Chihiro graduated, the two moved off-campus and rented an apartment town together (switched roommate NPC). It was small, crappy, and the couch was used, but it was theirs. 

Eventually Chihiro got a job as a computer engineer with a nice signing bonus, and the two moved into a larger, better, less crappy apartment (Chihiro became part of the household, and became a full PC). They kept the used couch. Jagger proposed to Chihiro at the Love Festival and things looked great for the couple. Chihiro was bringing in a lot of money, Jagger was almost ready to graduate, and the future looked bright.

Then Chihiro died. While working on a toy drone at her home workbench, she electrocuted herself. Despite Jagger’s pleadings, the Grim Reaper snatcher her away. Jager was heartbroken (and I was stunned).

"I'm Chelsea, and I'm here to help!"

But all was not lost! Jagger’s grief echoed across the multiverse, and caught the attention of a good-hearted goth-hippy witch named Chelsea LaCroix (a fully-levelled spellcaster Sim from a different save game). She broke through the barriers of space-time (I ported her over from my gallery) and arrived at Jagger and Chihiro’s home. Using her powerful Untamed magic, she used a combination of the Necrocall and Dedeadify spells to bring Chihiro back to life. Chihiro didn’t recall any of her past friendships, but she remembered her love for Jagger (all her NPC relationships were set back to 0 at death). Chelsea, understandably, became the couple’s new best friend. 

Things were back on track. Jagger graduated and planned to find a job as an private attorney, giving others the legal help he never had a young punk. Still, things weren’t 100% smooth. At his graduation party, Jagger got a little flirty with one of his exes (while I wasn’t controlling him), and Chihiro got very, very angry. The couple was able to talk things out, but it caused some concern, because Chihiro’s temperament used to be very mellow and she never got mad about anything, until after she came back from the dead. (This is true, and it’s weird.) Maybe she came back changed? Time will tell. 

Game Night with my besties!

But for now, things are going well. The two are planning to move out of the city and build a house in Glimmerbrook. Gage, Devon, and Becca still show up at their door as a group, unannounced, and it never fails to delight me. 

Yeah, that’s Sims. I know it’s just “playing dolls” but I love it. I’ve played it a bunch before, but this is the first time I’ve really gotten emotionally invested in it. Blame in on 13 months in lockdown if you must.

Anyway… Fate Accelerated stats!


Jagger Kinkade

Aspects: Gutterpunk made good; Poor impulse control; Language & Literature honors; Soccer champion; “I’ll be a better man for Chihiro”

Approaches

  • Careful +0
  • Clever +2
  • Flashy +1
  • Forceful +1
  • Quick +2
  • Sneaky +3

Stunts

  • Because I’m handy, I get a +2 to Cleverly overcome obstacles when repairing broken machines. 
  • Because I’ve made a lot of friends in Sim City, once per session I can declare that a location has an NPC who is a friendly acquaintance of mine. 
  • Because I have Maximum Charisma, I get +2 to flashily Create Advantages related to friendship and charm. 



Chihiro Ono

Aspects: Prodigal computer engineer; Sudden anger issues; “I’ve been beyond the grave and back;” Jagger and I support each other; Photographer’s eye

Approaches

  • Careful +1
  • Clever +3
  • Flashy +0
  • Forceful +2
  • Quick +2
  • Sneaky +1

Stunts

  • Because I build robots in my spare time, once per session I can automatically create an aspect with one free tag, representing some handy little bot I had on my person. 
  • Because I jog every day, I get +2 to Quickly Overcome Obstacles when running at speed. 
  • Because I have an degree in computer science, I get +2 to cleverly create advantages when dealing with computer systems. 


Chelsea Lacroix

Aspects: Hippy arch-witch; Quixotic romantic; Folk guitarist; “Tight shirt? Can’t hurt!”; My sister Cindi needs guidance

Approaches

  • Careful +1
  • Clever +2
  • Flashy +3
  • Forceful +2
  • Quick +0
  • Sneaky +1

Stunts

  • Because I am a powerful spellcaster, I get +2 to flashily Attack someone with fire, ice, or electricity.
  • Because I brew a lot of potions, once per session I can automatically remove an aspect from someone, thanks to a handy potion I happened to have for just such an occasion. 
  • Because I can manipulate the minds of other, I get +2 to sneakily Create Advantage on a target when making emotion-based aspects.








Saturday, March 6, 2021

Satyr Class (Gorgon Crawl Classics)

I got the chance to run Gorgon Crawl Classics at Spawn of CyclopsCon last weekend, and it went very well. People seem very interested and excited about mythic Greece DCC, and I may have to switch gears and focus on it more I initially expected! 

I’m going to need to tweak the Hubris rules a little bit. There was a lot of Hubris getting tossed around, which was fun, but I’m not sure how sustainable it would be in a long-term game. I’m also going to start a GCC game with my Saturday online group (The Germans) so that will help hammer out the trouble spots. Man, actually playtesting things is weird new territory after 10+ years of game design.

Anyway, here’s the Satyr Class for Gorgon Crawl Classics. It began as a reskin of the Halfling, but quickly grew into its own thing. Want a fast-moving support class with some magical music powers? the Satyr is here for you!


Satyr (Class)

Semi-divine goat-people aligned with Pan and Dionysus. Yes, there are female satyrs (satyresses).

Hit Points: 1d6 per level

Weapon Training: Dagger, javelin, spear, club, staff, shortsword, bow, sling

Alignment: Usually chaotic

Beneath the Starry Skies: Infravision 60’

Goat Legs: Base movement of 40’. Greaves must be custom made, x2 cost. 

Favors of Fate: Can spend Luck to benefit the rolls of other, non-satyr characters. Luck spent this way gives a 2-for-1 benefit and regenerates 1 per level per day. No benefit or Luck regeneration if spent on themselves.

Exaltation of the Gods: Can spend their own Hubris dice to benefit an ally’s roll. If any of the Hubris Die come up 6, the Satyr shares the same misfortune as their ally.

Enchanted Music

  • Roll 1d20+PER+Level+Luck (not modified by armor)
  • Requires a musical instrument of some sort. Usually pan pipes, but sometimes lyre or flute. 
  • To “revel” involves wild celebration in natural surroundings with music, dancing, and alcohol.

Roll

Effect (can choose lesser effect if so desired)

1

Failure. Cannot use music for the rest of the day.

2-11

Failure. Must revel for CL x 30 minutes to regain ability.

12-13

Target ally gains +1d on one action taken in the next round.

14-16

Target enemy takes -1d to their next action.

17-18

Target falls asleep for CL hours. (Will save)

19-20

Target treats satyr as trusted friend and mentor for CL hours. (Will save)

21-23

Two targets treat each other as hated enemies and bitter rivals. (Will save for each. Animosity may be one sided.) Targets choose how to act upon hatred. Lasts CL days, but actions may make the hatred permanent.

24-27

Two targets fall in love with each other. (Will save for each. Love may be one-sided). Love is not necessarily sexual or romantic. Targets choose how they act upon such love. Effect is “permanent” unless future actions cause character to fall out of love.

28-29

All enemies within 60’ take 2d6+CL damage (Will save for half)

30-31

All allies within 30’ are healed for 2d6+CL damage.

32+

Target corpse is raised from the dead! Cannot be dead more than CL days.



Level

Attack

Cirt/Table

Action Die

Ref

Fort

Will

1

+1

1d8/III

1d20

+1

+1

+1

2

+2

1d8/III

1d20

+1

+1

+1

3

+2

1d10/III

1d20

+2

+2

+1

4

+3

1d10/III

1d20

+2

+2

+2

5

+3

1d12/III

1d20

+3

+3

+2

6

+4

1d12/III

1d20+1d14

+4

+4

+2

7

+5

1d14/III

1d20+1d16

+4

+4

+3

8

+5

1d14/III

1d20+1d20

+5

+5

+3

9

+6

1d16/III

1d20+1d20

+5

+5

+4

10

+6

1d16/III

1d20+1d20

+6

+6

+5

 Level Titles

1)      Faun
2)      Wilder
3)      Celebrant
4)      Arcadian