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Author Topic: [OOC] DCC RPG - Portal Under the Stars  (Read 4041 times)

Weru

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[OOC] DCC RPG - Portal Under the Stars
« on: April 04, 2013, 08:48:44 AM »
Fodder for the Funnel . . .

1)
Rahab the Harlot (Female Human)
Occupation: Orphan
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 11 HP: 3
Saves: Ref: +1, Fort: +0, Will: +0

Str: 12
Agi: 13 (+1)
Sta: 12
Per: 10
Int: 15 (+1)
Luc: 17 (+2) Lucky Roll: The Raging Storm (+2 Spell Damage)

Eq: 32 cp, Rag doll, Rations (1 day), Club +0 (1d4)

Rahab is a young woman who's been on her own for as long as she can remember. Without any formal education or parents to care for her, she was enslaved by first one terrible master and then another, but she's bright enough, and lucky enough, to have escaped each time. She uses what feminine charms she has to keep some clothes on her back and food in her stomach, but she's too bright to be satisfied with the life of a harlot and yearns for more ... particularly power to shape her own destiny.

2)
Thurl the Keen-eyed (Male Elf))
Occupation: Elven chandler
Alignment: Neutral Languages: Common, Elven
Elven Traits: Heightened Senses, Iron Sensitivity
Level: 0 XP: 0
AC: 9 HP: 2
Saves: Ref: -1, Fort: -1, Will: +0

Str: 10
Agi: 8 (-1)
Sta: 8 (-1)
Per: 11
Int: 14 (+1)
Luc: 17 (+2) Lucky Roll: Four Leaf Clover (+2 find secret doors)

Eq: 40 cp, candles (20), holy water (1 vial), scissors +0 (1d4)

Thurl the Keen-eyed is a studious elf who makes candles for a living. Frequently used as a spotter by hunting parties, he's never been much of the physical type, and instead longs to bury his nose in a book and study. He hopes to connect with a powerful patron to advance his magical studies some day soon.

3)
Dominic (Male Human)
Occupation: Ostler
Alignment: Law Languages: Common
Level: 0 XP: 0
AC: 8 HP: 3
Saves: Ref: -2, Fort: +0, Will: +0

Str: 12
Agi: 5 (-2)
Sta: 10
Per: 10
Int: 7 (-1)
Luc: 9 Lucky Roll: Born under the Loom (+0 skill checks)

Eq: 20 cp, bridle (??!), waterskin (full), staff +0 (1d4)

Dominic is a big man, though not tall: just 5 foot and a half, but over 250 pounds... so he's quite round. This makes him quite slow in getting around. He's a great cook though (which explains his girth) and enjoys his job as an ostler but dreams of opening his own tavern some day, and needs the funds to do it.

4)
Arik (Male Dwarf)
Occupation: Dwarven miner
Alignment: Law Languages: Common, Dwarven
Dwarven Traits: Infravision
Level: 0 XP: 0
AC: 10 HP: 2
Saves: Ref: +0, Fort: +0, Will: +1

Str: 12
Agi: 10
Sta: 9
Per: 15 (+1)
Int: 9
Luc: 13 (+1) Lucky Roll: Fox's cunning (+1 find/disable traps)

Eq: 39 cp, lantern, large sack, pick +0 (1d4)

Arik is outgoing (for a dwarf) and enjoys mining, minerals, and stone of all types. He needs alcohol to get through the day, however. He has a keen mechanical sense. He absolutely detests pigs.

5)
Rock (Male Human)
Occupation: Mercenary
Alignment: Law Languages: Common (barely)
Level: 0 XP: 0
AC: 13 (Hide armor) HP: 2
Saves: Ref: +0, Fort: +1, Will: +1

Str: 18 (+3)
Agi: 11
Sta: 15 (+1)
Per: 13 (+1)
Int: 4 (-2) (Illiterate)
Luc: 12 Lucky Roll: Four leaf clover (+0 find secret doors)

Eq: 37 cp, Hide armor, small sack, longsword +3 (1d8+3)

Rock is enormous, beefy, and surprisingly good looking. He's also very nearly a simpleton, and he cannot read or write, hence his mother's naming of him ("that boy's as dumb as a ..."). He wears a scavenged suit of hide armor and wields a longsword someone gave him once, and travels around doing odd jobs requiring his prodigious physical strength or guileless stupidity, or both. The gleam of treasure, even its mere description, is often too much for Rock to resist...

6)
Gruote
Occupation: Woodcutter
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 10 HP: 2
Saves: Ref: +0, Fort: -1, Will: +1

Str: 7 (-1)
Agi: 10
Sta: 7 (-1)
Per: 14 (+1)
Int: 10
Luc: 14 (+1) Lucky Roll: Born on the Battlefield (+1 on Damage Rolls)

Eq: 8 cp, Handaxe(-1Atk, d6 damage), Bundle of Wood, Empty Flask, Flint & Steel, 5 Torches, Small Sack

7)
Rorak
Occupation: Mercenary
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 12    HP: 3
Saves: Ref: -1, Fort: +2, Will: +1

Str: 10
Agi: 8 (-1)
Sta: 14 (+1)
Per: 13 (+1)
Int: 7 (-1)
Luc: 13 (+1) Lucky Roll: Lived through Famine (+1 Fort Saves)

Eq: 11 cp, Long Sword (1d8), Hide Armor, Thieves’ Tools, Empty Flask, Small Sack

8)
Goslaes the Wise
Occupation: Elven Sage
Alignment: Neutral Languages: Common, Elven
Level: 0 XP: 0
AC: 10    HP: 4
Saves: Ref: +0, Fort: +0, Will: +0

Str: 12
Agi: 9
Sta: 9
Per: 12
Int: 11
Luc: 9    Lucky Roll: Lucky Sign (+0 Saving Throws)

Eq: 14 cp, Dagger (1d4), Parchment and Quill Pen, Large Sack, Flint & Steel, 3 Candles

9)
Seville the Barber
Occupation: Barber
Alignment: Neutral Languages: Common
Level: 0 XP: 0
AC: 10    HP: 2
Saves: Ref: +0, Fort: +0, Will: -1

Str: 9
Agi: 11
Sta: 11
Per: 6
Int: 9
Luc: 16    Lucky Roll: Harsh Winter (All Attack Rolls +2)

Eq: 37 cp, Razor+2 (1d4), Scissors, Waterskin (5 sp)

Seville the Barber has no idea what he is doing here. He is a barber, his father is a barber, his father's father was a barber...he knows how to do one thing, and he does it very well: Cut hair. Whether that will allow him to cut his own path in the world remains to be seen.

10)
Bahib, King of Thieves
Occupation: Cutpurse
Alignment: Chaos Languages: Common
Level: 0 XP: 0
AC: 11    HP: 4
Saves: Ref: +1, Fort: +1, Will: 0

Str: 14
Agi: 15
Sta: 13
Per: 12
Int: 11
Luc: 15    Lucky Roll: Raised By Wolves (Unarmed Attack Rolls +1)

Eq: 42 cp, Dagger+1 (1d4+1), Small Chest, Rope 50'

Bahib has risen from the wilds to stalk the streets. He claims to be the King of Thieves, which may be an overstatement, but one who has clawed his way from the forest floor to the dark alleyways of the towns and cities is not to be taken lightly. His ultimate allegiance is only to himself, but he'll always allow concessions for those who help him reach his lofty goal...

11)
Ghalidir of the White Oak
Occupation: Elven Scholar
Alignment: Law Languages: Common, Elven
Level: 0 XP: 0
AC: 9    HP: 1
Saves: Ref: -1, Fort: -3, Will: -1

Str: 11
Agi: 7
Sta: 3
Per: 8
Int: 13
Luc: 10    Lucky Roll:Righteous Heart (Turn Unholy Checks)

Eq: 43 cp, Dagger+0 (1d4), Parchment and Quill Pin, Oil (1 flask)
Elven Traits: Heightened Senses, Vulnerable to Iron

12)
Ghalidir of the White Oak has long been a sickly Elf, one who thinks the dark Chaos of the world is tainting the very lifeforce of the planet, himself included. He hopes to unravel the secrets of the world, and save it from the sickness within.

13)
Mert
Occupation: Tax Collector
Alignment: Law Languages: Common
Level: 0 XP: 0
AC: 10    HP: 4
Saves: Ref: 0, Fort: 0, Will: -2

Str: 9
Agi: 12
Sta: 9
Per: 5
Int: 5
Luc: 10    Lucky Roll: Seventh Son (Spell Checks)(0)

Eq: 131 cp, Longsword (1d8), Waterskin

Mert's never been the brightest guy, but he means well, even if he is shunned for his dedication to collecting taxes. He doesn't have to be liked, he just has to get his job done, because someone's gotta do it.

14)
Blandon Rockcrest
Occupation: Dwarven Stonemason
Alignment: Neutral Languages: Common, Dwarven
Level: 0 XP: 0
AC: 10    HP: 4
Saves: Ref: 0, Fort: 0, Will: 0

Str: 9
Agi: 9
Sta: 10
Per: 10
Int: 12
Luc: 17    Lucky Roll: Wild Child (Speed, Each +1 = 5')(+2)

Eq: 39 cp, Hammer (1d4), Fine Stone, 10' Chain
Dwarven Abilities: Infravision

Blandon isn't the strongest or sturdiest Dwarf, but he is prone to surprising bursts of speed to go along with his deceptive intelligence. Blandon isn't terribly ambitious in and of himself, but he is a good hand to have around, especially if you're going underground...

15)
Name:  Blessed         Occupation:    Cheesemaker          Level:   0        


Race:   Human                              Birth Augur:  Born under the loom. Skill checks.


Alignment:  Lawful                         Languages: Common


STR:  11
AG:    12
STA:   6 -1
PER:  10
INT:   8  -1
LK:     12

Armour:    Apron          AC: 10

HP:   3                                 XP:   0

REF:                                   FORT:    -1                         WILL:  -1

INITIATIVE:                       ACTION DICE:   1D20          

MOVEMENT SPEED:    30                               CHECK PENALTY:

CRIT D:  1D4                             CRIT TABLE:    I                  FUMBLE D: 1D4

WEAPON:   Curd Cudgel             RANGE:                              
ATTACK ROLL:        1D20        DAM: 1D4


EQUIPMENT: Curd Cudgel, Stinky Cheese, Holy Symbol


NOTES:                                      LOOT: 33cp

TALE OF WOE:  Blessed was quite content to live the sedate life of a country Cheesemaker. When a batch of his Chèvre cheese spawned goat-headed tentacle-maggots, that devoured his customers, he knew the forces or chaos were to blame, and vowed in the name of Gorhan that he would go forth and seek vengeance.          

16)
Name:  Watt of Wake           Occupation:  Outlaw              Level:   0        


Race:  Human                               Birth Augur:  Fox’s Cunning. Find/disable traps


Alignment:   Neutral                            Languages:  Common


STR:  13 +1
AG:     12
STA:    9  
PER:  13 +1
INT:    12
LK:      16 +2

Armour: Leather                AC: 12

HP:   2                                 XP:   0

REF:                                   FORT:                             WILL:  +1

INITIATIVE:                       ACTION DICE:   1D20          

MOVEMENT SPEED:    30                               CHECK PENALTY: -1

CRIT D:  1D4                             CRIT TABLE:    I                  FUMBLE D: 1D8-2

WEAPON:  Shortsword                    RANGE:                              
ATTACK ROLL:        1D20+1         DAM: 1D6+1


EQUIPMENT: Shortsword, Leather armour, flint and steel


NOTES:                                      LOOT: 30cp

TALE OF WOE:  Deciding that life in the town of Wake was too dull by far, Watt talked his way into a local outlaw gang. When outlaw life proved to be less about deeds of daring do, and more about shitting in the woods and slitting the throats of unwary travellers Watt decide the outlaw life wasn’t for him either. So he sold out the gang to the local Reeve for 30 peices of Copper, and headed in search of adventure before the outlaws’ kin got the chance to slit Watt’s throat.                

17)
Name:   Glum son of Gloom          Occupation:  Dwarvern Mushroom Farmer       Level:   0        


Race: Dwarf                                  Birth Augur:  Fortunate date. Missile fire.


Alignment: Chaotic                       Languages:  Dwarf, Common


STR:  13 +1
AG:    11  
STA:   7  -1
PER:   8  -1
INT:    10
LK:       9

Armour:     Fetid Loincloth      AC: 10

HP:     3                                  XP:   0

REF:                                   FORT:      -1                       WILL:  

INITIATIVE:                       ACTION DICE:     1D20        

MOVEMENT SPEED:    20                              CHECK PENALTY:

CRIT D:  1D4+1                            CRIT TABLE:    I                  FUMBLE D: 1D4

WEAPON:   Shovel                     RANGE:                              
ATTACK ROLL:        1D20+1          DAM: 1D4+1


EQUIPMENT: Shovel, Sack, 10’ Chain


NOTES:   Infravision                         LOOT:  14cp

TALE OF WOE: No horns of ale, no gold, no glory on the feild of battle for Glum son of Gloom. Born into slavery he worked the mushroom farms in the depths of the Dwarf King’s domain with nought but shovel, sack, darkness, and chains to show for his toil. When the Dwarf king’s miners tunneled into the liar of an ancient evil Glum son of Gloom saw his chance and took it. In the chaos of the slaughter he throttled his overseer, and escaped the dwarf kings mushroom caves vowing to never again be chained or enslaved.

18)
Name: Rapa  Five Thumbs             Occupation:  Turnip Farmer                Level:   0        


Race:  Human                                    Birth Augur:  Born on the Battlefield. All dam.


Alignment:   Law                                Languages: Common


STR:  11
AG:       3    -3
STA:     8    -1
PER:     6    -1
INT:     12
LK:         9

Armour:   Mud smeared smock                          AC: 7

HP:  2                                       XP:   0

REF:   -3                                 FORT:    -1                           WILL:   -1

INITIATIVE:    -3                    ACTION DICE:      D20        

MOVEMENT SPEED:    30                                 CHECK PENALTY:

CRIT D:  1D4                              CRIT TABLE:    I                  FUMBLE D: 1D4

WEAPON:   Pitchfork                       RANGE:                              
ATTACK ROLL:        1D20-1          DAM: 1D8-1


EQUIPMENT: Pitchfork, Grappling Hook, Henny the Hen


NOTES:                                      LOOT: 44cp

TALE OF WOE: Born and raised in the half-horse hamlet of Neverbold Rapa wanted nothing more than to marry his childhood sweetheart Brassica, but to do so he had to prove to her father that he was a worthy suitor and, more importantly, capable of running her father’s turnip farm. Unfortunately all his efforts to impress Brassica’s Da came to nowt.  His plowing was erratic, his sowing worse, his hoeing and weeding killed more seedlings than weeds. In a last bid to impress her father and win Brassica’s hand Rapa set out to foil the infestation of weasels that was laying waste to the crop. His solution was a plan involving a grappling hook, pitchfork, and the farm’s solitary hen, Henny. Using just these items and his wits he crafted a cunning weasel trap and then summoned Brassica and her father to witness his moment of glory.  Unfortunately things didn’t go to plan. Brassic died of pitchfork, grappling hook, and hen related wounds. Her father suffered death by weasel emasculation. It was about this time that Rapa decided that adventure rather than agriculture would be his future.
« Last Edit: April 04, 2013, 07:57:30 PM by Weru »

Weru

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[OOC] DCC RPG - Portal Under the Stars
« Reply #1 on: April 04, 2013, 08:52:30 AM »
You were a bit under strength for Portal with just 14 character so I've added 4 that I rolled up. You can share them out amongst yourselves, ignore them and have them just hang around in the background until/if needed or mercilessly shove them in front of you like the trap and monster fodder they were always destined to be.  Your choice.

Tommy Brownell

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[OOC] DCC RPG - Portal Under the Stars
« Reply #2 on: April 04, 2013, 02:38:56 PM »
Fantastic.

Just checking in.
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

pbj44

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« Reply #3 on: April 05, 2013, 02:27:03 PM »
Okay, I have never gamed online before, so be gentle!

Just to be clear, these are mine?:

15)
Name: Blessed Occupation: Cheesemaker Level: 0


Race: Human Birth Augur: Born under the loom. Skill checks.


Alignment: Lawful Languages: Common


STR: 11
AG: 12
STA: 6 -1
PER: 10
INT: 8 -1
LK: 12

Armour: Apron AC: 10

HP: 3 XP: 0

REF: FORT: -1 WILL: -1

INITIATIVE: ACTION DICE: 1D20

MOVEMENT SPEED: 30 CHECK PENALTY:

CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D4

WEAPON: Curd Cudgel RANGE:
ATTACK ROLL: 1D20 DAM: 1D4


EQUIPMENT: Curd Cudgel, Stinky Cheese, Holy Symbol


NOTES: LOOT: 33cp

TALE OF WOE: Blessed was quite content to live the sedate life of a country Cheesemaker. When a batch of his Chèvre cheese spawned goat-headed tentacle-maggots, that devoured his customers, he knew the forces or chaos were to blame, and vowed in the name of Gorhan that he would go forth and seek vengeance.

16)
Name: Watt of Wake Occupation: Outlaw Level: 0


Race: Human Birth Augur: Fox’s Cunning. Find/disable traps


Alignment: Neutral Languages: Common


STR: 13 +1
AG: 12
STA: 9
PER: 13 +1
INT: 12
LK: 16 +2

Armour: Leather AC: 12

HP: 2 XP: 0

REF: FORT: WILL: +1

INITIATIVE: ACTION DICE: 1D20

MOVEMENT SPEED: 30 CHECK PENALTY: -1

CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D8-2

WEAPON: Shortsword RANGE:
ATTACK ROLL: 1D20+1 DAM: 1D6+1


EQUIPMENT: Shortsword, Leather armour, flint and steel


NOTES: LOOT: 30cp

TALE OF WOE: Deciding that life in the town of Wake was too dull by far, Watt talked his way into a local outlaw gang. When outlaw life proved to be less about deeds of daring do, and more about shitting in the woods and slitting the throats of unwary travellers Watt decide the outlaw life wasn’t for him either. So he sold out the gang to the local Reeve for 30 peices of Copper, and headed in search of adventure before the outlaws’ kin got the chance to slit Watt’s throat.

17)
Name: Glum son of Gloom Occupation: Dwarvern Mushroom Farmer Level: 0


Race: Dwarf Birth Augur: Fortunate date. Missile fire.


Alignment: Chaotic Languages: Dwarf, Common


STR: 13 +1
AG: 11
STA: 7 -1
PER: 8 -1
INT: 10
LK: 9

Armour: Fetid Loincloth AC: 10

HP: 3 XP: 0

REF: FORT: -1 WILL:

INITIATIVE: ACTION DICE: 1D20

MOVEMENT SPEED: 20 CHECK PENALTY:

CRIT D: 1D4+1 CRIT TABLE: I FUMBLE D: 1D4

WEAPON: Shovel RANGE:
ATTACK ROLL: 1D20+1 DAM: 1D4+1


EQUIPMENT: Shovel, Sack, 10’ Chain


NOTES: Infravision LOOT: 14cp

TALE OF WOE: No horns of ale, no gold, no glory on the feild of battle for Glum son of Gloom. Born into slavery he worked the mushroom farms in the depths of the Dwarf King’s domain with nought but shovel, sack, darkness, and chains to show for his toil. When the Dwarf king’s miners tunneled into the liar of an ancient evil Glum son of Gloom saw his chance and took it. In the chaos of the slaughter he throttled his overseer, and escaped the dwarf kings mushroom caves vowing to never again be chained or enslaved.

18)
Name: Rapa Five Thumbs Occupation: Turnip Farmer Level: 0


Race: Human Birth Augur: Born on the Battlefield. All dam.


Alignment: Law Languages: Common


STR: 11
AG: 3 -3
STA: 8 -1
PER: 6 -1
INT: 12
LK: 9

Armour: Mud smeared smock AC: 7

HP: 2 XP: 0

REF: -3 FORT: -1 WILL: -1

INITIATIVE: -3 ACTION DICE: D20

MOVEMENT SPEED: 30 CHECK PENALTY:

CRIT D: 1D4 CRIT TABLE: I FUMBLE D: 1D4

WEAPON: Pitchfork RANGE:
ATTACK ROLL: 1D20-1 DAM: 1D8-1


EQUIPMENT: Pitchfork, Grappling Hook, Henny the Hen


NOTES: LOOT: 44cp

TALE OF WOE: Born and raised in the half-horse hamlet of Neverbold Rapa wanted nothing more than to marry his childhood sweetheart Brassica, but to do so he had to prove to her father that he was a worthy suitor and, more importantly, capable of running her father’s turnip farm. Unfortunately all his efforts to impress Brassica’s Da came to nowt. His plowing was erratic, his sowing worse, his hoeing and weeding killed more seedlings than weeds. In a last bid to impress her father and win Brassica’s hand Rapa set out to foil the infestation of weasels that was laying waste to the crop. His solution was a plan involving a grappling hook, pitchfork, and the farm’s solitary hen, Henny. Using just these items and his wits he crafted a cunning weasel trap and then summoned Brassica and her father to witness his moment of glory. Unfortunately things didn’t go to plan. Brassic died of pitchfork, grappling hook, and hen related wounds. Her father suffered death by weasel emasculation. It was about this time that Rapa decided that adventure rather than agriculture would be his future.

Looking forward to the fun!

Phil

beermotor

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[OOC] DCC RPG - Portal Under the Stars
« Reply #4 on: April 06, 2013, 08:08:22 AM »
I'm ready to roll... for dice I usually use rolz.org, but you are gonna handle all rolls? fine with me...I

Weru

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« Reply #5 on: April 06, 2013, 01:02:55 PM »
Quote from: pbj44;643305
Okay, I have never gamed online before, so be gentle!


It's pretty straight forward, just write what your character want to do or attempts to do in the In Character [IC] thread and I'll narrate the results. Any plans, queries, clarification, or rules talk will be in this Out of Character [OOC] thread.

Quote
Just to be clear, these are mine?:


Yup, those are yours.

Quote from: beermotor;643528
I'm ready to roll... for dice I usually use rolz.org, but you are gonna handle all rolls? fine with me...I


Yeah, I paid far too much for my funky dice not to roll 'em. I handle the rolls here in OOC though I might not even post em here (it's time consuming) instead I'll just narrate all the results IC and deal with anything else here in OCC. Well that's the theory.

Right IC thread is open and we're up and running.

Weru

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« Reply #6 on: April 08, 2013, 02:01:57 PM »
pbj44 and Tommy I'm about to roll a reflex save for Watt and Bahib do either of you want to burn any luck (if so how much)?

Maybe each player should tell me a default amount of luck to burn everytime I need to roll a save?

Also, K Peirson has dropped out so his characters are hanging at the back being quiet until/if needed (or until you shove them out front).

pbj44

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« Reply #7 on: April 08, 2013, 02:05:16 PM »
pbj44 - you can call me Phil.

Yep, burn me one point o' that luck with that Reflex Check! That will be standard for my characters.

They call Watt "Mr. Lucky"!

beermotor

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[OOC] DCC RPG - Portal Under the Stars
« Reply #8 on: April 08, 2013, 02:26:10 PM »
Technically you can burn Luck whenever, so if it's a difference between life and death, my guys will all burn whatever Luck is necessary to survive after the roll is made. If they don't have enough Luck to survive, they'll die with dignity, I suppose. :-)

If there's a question about whether it's life and death (i.e. if it's just "some" damage and might or might not kill them), they'll err on the side of caution and aggressively burn Luck as needed.

Weru

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« Reply #9 on: April 08, 2013, 03:40:02 PM »
Quote from: beermotor;644185
Technically you can burn Luck whenever, so if it's a difference between life and death, my guys will all burn whatever Luck is necessary to survive after the roll is made.


I don't think you can choose to burn LK after the roll can you? At least that's not my interpretation.

Quote
Characters can burn off Luck to survive life-or-death
situations. Any character can permanently burn Luck
to give a one-time bonus to a roll. For example, you
could burn 6 points of Luck to get a +6 modifier on a
roll, but your Luck score is now 6 points lower.

pbj44

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« Reply #10 on: April 08, 2013, 03:47:41 PM »
Weru, that's what I thought as well, though I don't have my book in front of me.

Phil

beermotor

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« Reply #11 on: April 08, 2013, 04:27:57 PM »
This was discussed extensively on the Goodman Games forums. There's nothing in the book that says when Luck can be burned, and the consensus opinion is people can burn Luck whenever. Some people allow for extra benefit if done before the roll. I've been running a table top game for a good long while now and it's never been a problem. The permanent burning loss mechanic more than compensates for the benefit of waiting till roll is done. If course, it's your game so you can do what you want... but I think you'll find if you force people to burn Luck before rolling they won't be as aggressive with it (preferring to save until absolutely necessary), which isn't "fun" IMNSHO.

Tommy Brownell

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« Reply #12 on: April 08, 2013, 07:21:50 PM »
Given that wording, I could see it being interpreted either way.

Personally, I would be fine with a standing rule of "burn whatever so you don't die".

Might would make it simpler, IMO.
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beermotor

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« Reply #13 on: April 09, 2013, 08:31:03 AM »
Yeah, it's not a big deal, frankly. Death is sudden and frequent enough in this game, heh. It's not unbalancing or insanely powerful to let a character burn Luck after a roll to make a save or add to some damage or whatever... particularly at 0 level, when it doesn't regenerate for anyone. Even with Thieves/Halflings, it's not overpowered, in my experience.

pbj44

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« Reply #14 on: April 09, 2013, 12:28:56 PM »
Agreed! Whatever Weru decides is fine with me.

Phil