DUDEHack
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Copyright © 2000 by Mark Damon Hughes. All rights reserved. Permission is
granted to print and use free of charge, but do not redistribute - always
refer others back to these originals at
<http://kuoi.asui.uidaho.edu/~kamikaze/DUDE/>
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DUDEHack uses the
DUDE
roleplaying game system, so read that first.
- <Setting>
- <Mediography>
- <Terminology>
- <Character Creation>
- <DUDEness>
- <Powers>
- <Drawbacks>
- <Equipment>
- <Magic>
- <Religion>
- <Alchemy>
- <Bestiary>
- <Equipment>
The land of Dudania was once peaceful, safe, and gentle, with no more than
the usual level of religious persecution and torture, racial intolerance,
unjust executions, bloody warfare, and lack of proper hygeine typical to a
world in the grips of pulp literary medievalism.
Six months ago, three meteors fell to the earth, and from each crawled a
Dungeon Lord: Yecnad Nayr the Annoying, Nostrebor Tap the Unholy, and the most
foul Setag Lib the Devourer of Worlds. They slaughtered and ate all who came
to loot the corpes see if someone needed help, then burrowed
into the ground to establish their nightmarish lairs...
Now, monsters swarm from the dungeons, spawned by the Dungeon Lords, and
they are increasing in numbers and power. Brave heroes are needed to enter
these dungeons and slay the Dungeon Lords. Are you worthy?
DUDEHack is a game set in the world of hack-and-slash swords and sorcery
fantasy, but characters may or may not carry that out as the focus of the
game. Completely ignoring the tropes of the genre and setting up businesses,
settling down, and being law-abiding citizens is not an easy course, either,
when the entire history of the genre conspires against you...
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Designer's Rant: It is important to note that I have used DUDEHack as a
way to vent my displeasure with the endless stream of identical CRAP in
the fantasy genre, both in novels and RPGs. Dear fucking Bob on a pogo stick,
a brain-damaged lemur could come up with better and more original material, or
failing that better-researched legendry, than all but the very rarest of the
fantasy authors. I look upon the fantasy genre as it is today, and recall for
a brief moment Clark Ashton Smith, Robert Howard, H.P. Lovecraft's
Dreamlands stories, Michael Moorcock, Mervyn Peake, T.H. White, John
Brunner, Mary Gentle, Katherine Kurtz, and Walter Jon Williams
(Metropolitan)... Where are their like today? Most are dead, and damn
few of the rest are publishing in the fantasy genre any more. I'd weep, rail
against the heavens, and call all gods bastards if I thought it'd do any good.
I blame J.R.R. Tolkien and Gary Gygax, and yet it's not really their fault.
Tolkien probably meant well, but his bland mish-mash of Norse, Celtic, and
Christian faerie tales, and the legions of sweaty, unwashed, drug-addled fans
who discovered him (and only him, not any of the good fantasy from the
old days) in the '60s, are directly responsible for the fall of the fantasy
genre to the depths it has sunk today. And Gary remembered a really great
game concept (the first pre-human child to play "let's pretend" 10 million
years ago invented it), and figured out that you can and should have
RULES for adjudicating interactive roleplaying. Maybe he's a bit obsessive
about rules over roleplay, but he's an old wargamer, let him be, I don't
begrudge him that. Gary at least read the genre, even if his first game
(still published with almost no significant changes as AD&D) sucks rocks -
his more recent games are considerably better, by the way. Unfortunately, too
many morons have taken AD&D as gospel, and never read any good fantasy,
and so they use AD&D rules as the natural and sole possible way a fantasy
world can be organized, again directly responsible for the fall of the fantasy
genre to the depths it has sunk today.
Depths like Robert Fucking Jordan's execrable slush-pile rejects, which
read like he cribbed together half an AD&D game with a plot outline stolen
directly out of Joseph Campbell's Hero of a Thousand Faces, and then he
just recycles the same book over and over again. I bought, read, and then
burned the first two RFJ doorstops, and I'd like to do the same to him (and
all other crap fantasy writers) for perpetuating this crapola.
Ironically, I find that Weis & Hickman are better than most these days,
and I actually read their non-Franchiselance books as a guilty pleasure.
Great literature they may not be, but they're fun adventures and the worlds
are generally unique and creative, traits I am as starved for as
the Donner party was for food. The Darksword books alone are an acceptable
apology for bringing TSR into the fiction-publishing biz with Dragonlance.
So anyway, that's off my chest and now you know my mission - to twist,
mock, and ultimately discard the tropes of cliché crap fantasy. I can
only hope I succeed, and perhaps inspire some few of you others to strike out
into unknown lands of your own, NOT following me. Damn, I feel like Brian:
"You are all individuals! You can all think for yourselves!" Crowd:"We are
all individuals!" Dissenter:"I'm not!". At the very least, be the dissenter
who is, er, "not" an individual.
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This is not the usual fantasy book list. These are the cures for the
common fantasy world.
- Monty Python & the Holy Grail
- "Watery tarts distributing swords is no basis for a system of
government!"
- The Chronicles of Thomas Covenant the Unbeliever, Stephen Donaldson
- Thomas Covenant is a modern-day (well, '60s or '70s) leper ex-fantasy
writer who gets dropped into an unbelievably chirpy fantasy world facing a
Dark Lord, with various companions and strange magical powers to help him
out. And he refuses to believe it, because his survival on Earth depends
on not fantasizing any more. These books (there's six of them) kick the
heroic fantasy genre in the balls and knife it while it's down. Read
them.
See my Deconstructing Thomas Covenant
article for more discussion.
- Grunts, Mary Gentle
- Heroic fantasy, starring Orks possessed by the spirit of the U.S.
Marines through a cache of cursed M16's. Thoroughly mocks and destroys
the traditions of bad fantasy. "Yo, da mareenz!"
- The Tough Guide to Fantasyland, Diana Wynne Jones
- A-Z definitions of the elements found in standard fantasy tours, with
tongue firmly in cheek.
- Discworld Series, Terry Pratchett
- The most extensive piss-take of the fantasy genre ever. Small
Gods and Guards! Guards! are probably the best for sheer
mocking power.
- Guardians of the Flame, Joel Rosenberg
- The original "D+D players sucked into their fantasy world" books,
which are spared from being cliché dreck by a serious and modern
outlook on the part of the characters - one of the players dies just a
couple chapters in by acting the part of his character, and the others
have to learn to deal with the really nasty parts of the fantasy world,
especially slavery.
- Darksword Trilogy, Darksword Adventures, Margaret Weis &
Tracy Hickman
- A world where everyone does magic except the "hero", who's actually a
bit of an asshole, the hero doesn't instinctively know how to fight with
his amazingly NON-magical sword, and more demolition of the fantasy genre,
by the very same people who gave us the Dragonlance railroaded
adventures/novels/setting/lunch box. Go figger.
- Choose a race, and record the starting Powers and DUDEness for that race.
The term in parentheses after each race's name is the genus of that race
(never mind that the classification system of order, kingdom, family, genus,
and species is centuries ahead of its time). Humans can interbreed with just
about anything, and have done so (male Humans will do it with anything, given
an opportunity). Half-goblinoids have the same traits as their goblinoid
parent, but are halfway Human in their appearance, and so are more likely to
get the "best case" response to their ostracism, of a mere negative reaction
rather than a preemptive ad hoc execution.
- Backwoods Elf (faerie)
- Dwarf (dwarven)
- Gnome (dwarven)
- Goblin (goblinoid/other)
- Halfling (dwarven/mannish)
- Half-Elf (faerie/mannish)
- High Elf (faerie)
- Hobgoblin or Half-Hob (goblinoid or goblinoid/mannish)
- Human (mannish)
- Orc (orcish)
- Pixie-Faerie (faerie)
- Troll or Half-Troll (trollish or trollish/mannish)
- Backwoods Elf: (faerie)
- Powers: Infravision, Beauty, Immortality, Spot Hidden, Stealth, Tracking
- Drawbacks: Iron Allergy, Poor, Ostracised, Soulless
- Starting DUDEness: 1
- Backwoods Elves are those Elves (see "High Elf" below) that
rejected frolicing in favor of primitive tribal dances (often in the
shapes of squares or lines, performed to banjo music, for some
reason), courtly behavior in favor of raucous partying and hard
drinking (their "moon-glow" liquers are infamous), and subtle
psychological torments of their victims in favor of brute force,
violence, and personal violation. Backwoods Elves also take their
woodscraft much more seriously than other elves, and often conduct
"most dangerous prey" hunts. They prefer the flesh of Pixie-Fairies
to all other foods (but then, so do all beings who taste it). Other
than those minor quirks, Backwoods Elves work perfectly well with
other races, as long as they ain't city slickers too much. Player
characters may decide if they have "the taste" for Pixie-Fairies yet
or not. The source movies to watch for their culture are
Deliverance and Ravenous.
- Dwarf: (dwarven)
- Powers: Infravision, Toughness, Mining, Rich
- Drawbacks: Greed
- Starting DUDEness: 1
- Short and stocky, bearded (yes, females as well as males), often
grumpy, and with a racial addiction to GOLD.
That's the stereotype applied to all Dwarves. And admittedly, much of
it is true, especially the greedy and short parts (the grumpiness may
be attributable to Seasonal Affective Disorder from living underground
too much). But they are not anti-magical; they prefer the arts of
Alchemy to sorcery or religion, but when they do turn to those, their
feats are legendary. Nor do they have any more of an ancient grudge
against the Elves than anyone else does.
- Gnome: (dwarven)
- Powers: Infravision, Stealth, Rich
- Drawbacks: Greed, Small
- Starting DUDEness: 2
- Gnomes are natural-born financiers, businessmen, and con artists.
Their finest art is the "art of the deal", and their strongest curse
is "bad for business". As they are all too short to be good warriors,
and most are too miserly to buy spell books, most Gnomes are
Merchants/Con Artists, but a few roguish outliers go so far as to
become Thieves, and some do learn magic or get into the whole religion
scam.
- Goblin: (goblinoid/other)
- Powers: Infravision, Stealth, Mining
- Drawbacks: Repulsive (Appearance), Ostracised, Poor, Small
- Starting DUDEness: 3
- Goblins are the result of a demonic spirit possessing a baby of
another race, stolen from its crib. They never grow up much beyond
the size of a baby, but their distorted form, rough green hide, and
evil temperament make them tougher and more dangerous than one might
think; as thieves and assassins, especially, they are without peer.
The real tragedy in their nature is that they still have moments of
babyhood, peering out at the world through grime-rimmed eyes, and many
carry stuffed animals, favorite blankets, or a block or two, in
addition to their wicked sharp little knives and garottes. Goblins,
like all goblinoid races, cannot perform normal magic, instead using
dark miracles of their demonic gods. Goblins generally live in small
tunnel mazes dug under the towns they were born in, but more and more
have been drawn to join up with the Dungeon Lords. Goblins are
available as player characters, but are really not recommended.
- Halfling: (dwarven/mannish)
- Powers: Stealth
- Drawbacks: Gluttony, Small
- Starting DUDEness: 3
- Halflings are Human-Dwarf or Human-Gnome halfbreeds - the end
result of either is all but indistinguishable, and both kinds of
Halflings breed more Halflings. Unlike most halfbreeds, they are
tolerated by all parent races as a more or less equal race. Halflings
are a fairly docile race by nature, with only a few aggressive rogues
(player characters and those like them), so much so that there are
rumors that goblinoids keep herds of Halflings as livestock. These
are probably just slander, and the fact that the goblinoid word for
"Halfling" translates as "Foodbeast", and that they are the only race
capable of eating glowfungi, a pure coincidence. Few Halflings ever
take up any form of magic, but they are competent enough when they do;
they are, of course, master burglars. Why peaceful, contented, docile
beings need to be able to sneak about, break into each others' homes,
and bash their neighbors over the head with a cosh, is a mystery best
left alone.
- Half-Elf: (faerie/mannish)
- Powers: Infravision, Beauty
- Drawbacks: Iron Allergy, Soulless
- Starting DUDEness: 3
- Half-Elves are mostly the result of an Elf Lord "seducing" (i.e.
raping) a Human woman and then leaving her to raise the bastard, but
occasionally an Elf Lady who "seduces" a Human man will swap the child
with a purely Human child, ruining both of the childrens' lives and
that of the family who raise the "changeling". Despite their sordid
origins, Half-Elves are beautiful and magically powerful, and Humans,
being vain and shallow people, will usually tolerate them or even make
them near-celebrities. True Elves treat them as the lowest of the low
of their own kind, but do treat them as their own kind rather than as
"mortals". The down side is that that anyone with even the slightest
taint of Elf blood shares their Elven parent's iron allergy and lack
of a soul, but they do not share their parent's immortality - they may
live a bit longer than Humans, but not by much.
- High Elf: (faerie)
- Powers: Infravision, Beauty, Charming, Immortality
- Drawbacks: Iron Allergy, Ostracised, Soulless
- Starting DUDEness: 2
- First, go read some real fairie tales about Elves, not that
Tolkien crap. If you can't find anything else, Terry Pratchett's
Lords and Ladies is a little heavy-handed, but explains the
real situation perfectly well. No, I'll wait. Go on. Okay, that's
what High Elves are like; they're the kind of "people" who think
magically compelling someone to dance for three days until they die of
exhaustion is the funniest thing in the world. Except that these ones
are not trapped in the fairie rings on Dudania, they're loose in the
world with everyone else, all the time.
As in real legends about Elves, they appear to be Humans of
unearthly beauty; Elf Lords (the generic term for male Elves) are as
much as 30cm (1') taller than Human males, while Elf Ladies (the
generic term for female Elves) will range in size from 125cm (4'1") to
some as tall as the Elf Lords. They do not have pointed ears,
almond-shaped eyes, or any of that bullshit. They have the same
colors of skin, hair, and eyes as anyone else, though naturally their
skin will be unblemished (which is just plain unnatural in a medieval
world), their hair always clean and silky-shiny (but then, they
do bathe, unlike most people), and their teeth are white and
polished (they brush). If they weren't so perfect they made your
heart ache just to see them, you'd mistake them for Human. Think of
an airbrushed Playboy model or the equivalent in men (male runway
models or something). They look better than that, for real, with no
effort or makeup or special effects.
Elves live in their own magically-built cities, which they have had
all eternity to design, sculpt, and maintain, so they appear perfect
and as heart-wrenchingly beautiful as the Elves themselves. Whether
it's a forest city formed from living trees planted and encouraged to
grow together in the right pattern, a plains city of glass and spires,
a city floating on a lake or river, or a mountain city formed by
controlled dripping of water over millennia, their cities reflect
their nature - vain, amazing, powerful, and utterly self-centered.
One important point about Elves is that they have no soul. While
they are immortal, when they do die, they die forever. And they are
incredibly bad at creating new works of art; they can perform music,
paint, or sculpt better than even the greatest Human masters, but they
can never create a truly new work. The best they have is
"subcreation", fiddling with the details of something created by
someone else. This is the style of creation of most fanfic, for
instance. Those beautiful cities? Designed initially by Human
slaves. The songs they sing, with voices that put nightengales to
shame? Written by Human bards held prisoner for the rest of their
brief lives, their art stolen by the Beautiful People.
They've come to a certain modus vivendi with the other races, a
truce of the form "we won't torture and kill too many of you, and you
let us live, and anyway, aren't we beautiful?". The "good folk" are
called that out of fear and respect for their deadliness, not because
they're good. And just how deadly are they? Well, player character
High Elves start with a low DUDEness, but Elves live forever if
they're not killed. Forever is a very long time to accumulate as many
white chips, get as high a DUDEness, and get as many Powers as they
want. And oh, do they want.
Player character Elves are presumed to be Elflings, mere children
of a century or less, and if shown what decency and virtue are, may
even grow up (in a few centuries) to not be complete psychopaths like
most of their race. Pity that most such end up in adventuring
parties, where such virtues are more or less nonexistent.
- Hobgoblin or Half-Hob: (goblinoid or goblinoid/mannish)
- Powers: Infravision, Toughness, Strength
- Drawbacks: Repulsive (Appearance), Ostracised
- Starting DUDEness: 2
- Hobgoblins are visibly related in some way to Goblins, but as
Goblins are not produced naturally and do not grow up, the connection
is unclear. Hobs are as large as the largest possible Humans -
2-2.75m tall (6'6"-9'), 130-400kg (300-900 lbs), and very
bad-tempered. Hobgoblins traditionally get Goblin allies to dig
larger tunnel complexes for them, or live aboveground in their own
crude villages or ones constructed by other races and then "cleared"
by the Hobs. Hobgblins and Half-Hobs, like all goblinoid races,
cannot perform normal magic, instead using dark miracles of their
demonic gods. Many Hobgoblins now work for the Dungeon Lords.
Half-Hobs are reasonable player characters, while Hobgoblins are not
recommended.
- Human: (mannish)
- Powers: none
- Drawbacks: none
- Starting DUDEness: 3
- Humans have two arms, a torso, two legs, a head (beards on men,
not on the women), two eyes (rounded or slanted, single pupil), a
mouth (omnivorous teeth), two ears (rounded), ten fingers (no claws),
and ten thousand years of history of killing, torturing, maiming, and
generally being extremely crappy to anyone who is different from them.
They're really very good at it. If you had to pick one race to be the
all-time champion bastards of the world, Humans are it.
That said, they're not always that way. That's probably the
worst of it - they can be gentle, decent, creative, and heroic when
the mood strikes them. They talk endlessly about the equality and
natural brotherhood (sometimes sisterhood, too) of the races. And
then they turn around and have another crusade, killing thousands or
millions. This inconsistency holds true for individuals as well as
the race - members of other races tend to be very similar to each
other, while Humans produce everything from Nobles to True Order
Naturalists. They're almost certainly mad, but they're so numerous
now that the other races have to just humor them and learn to
recognize the "psychic weather" and flee before they have another
pogrom.
- Orc: (orcish)
- Powers: Hold Breath, Infravision, Swimming
- Drawbacks: Ostracised, Thick-Fingered
- Starting DUDEness: 2
- Orcs are a semi-aquatic race of humanoid mammals (go look it up in
the original mythology), with heavyset, hairless, streamlined bodies,
smooth, nearly-featureless faces, and mouths full of razor-sharp
teeth. Their skin comes in a variety of shades or large spots of
white, blue, or black. Their fingers and feet are thickly webbed,
which makes it difficult for them to do precision work. The closest
similarity would be to humanoid Orcas (Orcas were named after the same
mythological creature). If they stretched out fully, they might be
slightly taller than Humans, but they hunch over when standing on
land. They are actually fairly "cute", in the same way that dolphins
and other cetaceans are, but coastal Humans still despise them for
competing with their fishing. Their young males are also as horny as
male dolphins, and being more physically compatible with Humans means
that Human males are often pissed off at them for fooling around with
Human females (no children can result from these dalliances); since
Orc females are partially responsible for "mermaid" legends, there may
be some hypocrisy there. The typical Human accusations are that Orcs
are brigands and pirates (they do overturn fishing boats sometimes,
especially ones that catch Orcs in their nets, but they don't usually
harass other kinds of ships), eat children (don't be ridiculous - they
almost exclusively eat fish), and kidnap and rape Human women
(actually, it's usually consensual on both sides).
Orcs live mostly in the seas and shoreline caves, but can survive
anywhere there is a steady source of water. They must fully immerse
themselves in water at least twice a day or their skin will dry out
painfully. They normally gather in small "pods" of a dozen or so.
Orcs can perform miracles by praying to their water god, the Great
White Whale, and a few have learned magic. Orcs make perfectly fine
player characters, if you can deal with the bigotry.
- Pixie-Faerie: (faerie)
- Powers: Infravision, Flight, Beauty
- Drawbacks: Poor, Small, Weakness, Iron Allergy, Soulless
- Starting DUDEness: 3
- Pixie-Fairies appear to be 10-20cm (4"-8") tall Elves with
glittering insect-like wings (the wings do grow back if damaged, by
the way). They infest many woods, almost like intelligent mosquitos
that steal and play pranks rather than merely sucking blood. They
make tiny little villages deep inside thorn hedges, and seem by all
accounts to be civilized. While they are pranksters, their tricks are
almost never fatal, unlike the Elves. Pixie-Fairies can be player
characters if the player is a sad, wet, over-sensitive dweeb (the
other players must vote on this in the would-be dweeb's presence). Be
warned, though, that Pixie-Fairy meat is considered a delicacy by
almost everyone who tastes it; it is actually addictive, and once
hooked, a character must eat a whole Pixie-Fairy every month or lose 1
DUDEness.
- Troll or Half-Troll: (trollish or trollish/mannish)
- Powers: Infravision, Toughness, Strength, Big, Iron Stomach
- Drawbacks: Repulsive (Appearance), Ostracised, Poor, Stupid
- Starting DUDEness: 2
- Trolls are not made out of stone, contrary to myth. Instead, they
appear to be some kind of intelligent plant, perhaps a Venus Flytrap
that got even more active. They appear more or less humanoid, though
their number of limbs, eyes, and so on can vary wildly, as they take
damage and grow new parts back. They range from Human-sized to larger
than Hobgoblins. Fire is no more harmful to living Trolls than anyone
else (ever try burning green wood?), and their tough hide is nearly
impossible to cut through. Their toughness, their rapid (but not
magical) healing rate, and their common religious training are
presumably what led to the legends of regeneration (actually, it comes
from Poul Anderson's Three Hearts and Three Lions, but this is
the explanation in the setting). If you were wondering how
Half-Trolls can happen, go watch the movie Swamp Thing; some
Humans have extremely weird fetishes, and Trolls have their own
reasons: if just talking to a plant makes it grow faster, just think
how fast they'd grow with THAT stimulus!
Trolls are just too dumb to be capable of casting normal magic, and
while most consider gods to be just something too big and powerful to
eat, they are capable of worship and performing miracles.
Trolls are astoundingly patient (being plants, they just shove
their rootfeet into the ground, preferably near water, and wait), and
like attacking from ambush - the infamous "trol brij - yer moNy r yer
liif" extortion scheme is not just a badly-spelled cliché, it's
a deadly reality to travellers everywhere (though they can usually be
bought off with just a few gold, not all of your money). They also
love starting arguments, and their simplistic debating style is
actually very effective - they simply veer randomly around the topic,
with total disregard for logical debate, occasionally making ad
hominem attacks (literally or figuratively) to liven things up. If
you can get multiple Trolls arguing with each other, only physical
violence or hunger will get them to stop. It is said by many that the
Dungeon Lord Yecnad Nayr is but an overgrown troll with delusions of
competence.
Players willing and able to role-play such a character are free to
do so.
The starting DUDEness was calculated as: (5 + drawbacks - powers) / 2,
rounding down.
- Choose a character class, and record the starting Powers and Drawbacks for
that class. A character may only take a given class if it is listed for its
race on the table below.
- Alchemist (Alc)
- Bard (Bar)
- Fighter (Fig)
- Merchant/Con Artist (Mer)
- True Order Naturalists (Nat)
- Orthodox Naturalists (Nat)
- Reformed Naturalists (Nat)
- Noble (Nob)
- Paladin (Pal)
- Priest (Pri)
- Ranger (Ran)
- Thief (Thi)
- Wizard/Witch (Wiz)
___________________Class___________________
_____Race______|Alc_Bar_Fig_Mer_Nat_Nob_Pal_Pri_Ran_Thi_Wiz|
|Backwoods Elf | N ? Y N N Y N N * Y Y |
|Dwarf | Y N * Y N N Y Y N Y ? |
|Gnome | ? N ? * N N ? ? N ? ? |
|Goblin | N N ? N N N N Y N * N |
|Half-Elf | N ? Y Y N Y N N Y Y * |
|Half-Hob | N N * N N N Y Y Y Y N |
|Half-Troll | N N * N N N Y Y Y Y N |
|Halfling | ? Y Y Y ? N ? ? Y * ? |
|High Elf | N ? Y Y N * N N Y Y Y |
|Hobgoblin | N N * N N Y Y Y Y Y N |
|Human | Y Y Y Y Y Y Y Y Y Y Y |
|Orc | N Y Y N N N * Y Y N Y |
|Pixie-Faerie | N ? Y N N Y N N Y Y Y |
|Troll | N N Y N N N Y Y Y Y N |
|_______________|___________________________________________|
N = Not Possible, no matter how special your background is. No, forget it.
? = Possible with the Unique Background Power and sucking up to the Dealer.
Y = Reasonable.
* = The most common class for that race.
- Alchemist:
- Powers: Alchemy, Literacy, Magic Item, Magic Item, Weapons:
Light
- Drawbacks: Weakness
- Additional Powers: 1
- Alchemists are those who practice alchemy: the alteration and
transmutation of substances. These are the characters who actually
produce magic items. Depending on the individual and the magical
tradition they were taught, they may do their work with a forge,
through mystic sigils, or bizarre chemical processes.
- Bard:
- Powers: Armor: Light, Enchanting Music, Literacy, Pick
Locks, Spot Hidden, Stealth, Weapons: Light
- Additional Powers: 0
- Bards are musicians (and you know what kind of low-life scum most
of them are!), professional gossips, jacks-of-all-trades, and
often thieves. They often carry the news, mail, and your silverware
from town to town, and are welcomed by the news-starved and pawn
brokers everywhere.
- Fighter:
- Powers: Armor: All, Horse, Strength OR Toughness (player's
choice), Weapons: All
- Additional Powers: 1
- Most fighters were soldiers, mercenaries, or thugs at one point,
and are likely to be any of those in the future. Their skill with
weapons and armor, and their callous disregard for life, all but
guarantee them employment until they slow down from old age, and then
a sudden, violent death.
- Merchant/Con Artist:
- Powers: Charming, Horse, Literacy, Magic Item, Rich,
Willpower
- Drawbacks: Gluttony, Greed
- Additional Powers: 2
- The stereotypical fantasy merchant is fat, rich, charming, and
untrustworthy. You, alas, are entirely typical of the breed (though
perhaps not fat yet, if you're still young), but your scams and
schemes finally caught up with you, and you were forced to flee with
but a few chests of gold and other minor assets. While it is perhaps
late in your life to take up a career as an adventurer, it seems to be
the only way left for you to gain the power and finances to avenge
yourself, or just return to your former manner of living.
- True Order Naturalists:
- Powers: Cast Spells: Lesser, Perform Miracles: Lesser,
Toughness, Tracking, Weapons: Holy
- Drawbacks: Holy Vows (Nikfir Ymerej), Poor
- Additional Powers: 1
- The Naturalists are an ancient religion based on the worship of
nature and the natural state. See "Reformed Naturalists" for full
details. True Order Naturalists may not wear clothes or use any tool
more advanced than the late stone age, and they cut their thumbs off
at adulthood as a rite of passage. They live as hermits or in small
family or cult groups, gathering only for high holy days. One good
thing that can be said for True Order Naturalists over the Orthodox
branch, though, is that they do believe in bathing - in icy mountain
streams.
- Orthodox Naturalists:
- Powers: Cast Spells: Lesser, Hold Breath, Perform Miracles:
Lesser, Tracking, Weapons: Holy
- Drawbacks: Holy Vows (Notnilc Mailliw), Repulsive (Odor)
- Additional Powers: 1
- The Naturalists are an ancient religion based on the worship of
nature and the natural state. See "Reformed Naturalists" for full
details. Orthodox Naturalists may wear a single robe, and may use any
tool that contains no metal (metal-working being a violation of the
natural order by their dogma, and besides, they got into the whole
technology thing a bit late and are still pissed off about it - "It's
just a fad, dude, it'll pass..."). They live as hermits or in small
family or cult groups, gathering only for high holy days. Orthos
unfortunately believe that bathing impurifies you, and they soak
themselves in patchouli oil in between their mandatory annual baths.
Because of their odor, they have practiced going hours without
inhaling; if forced into water or noxious gasses, they can remain
active.
- Reformed Naturalists:
- Powers: Armor: Light, Cast Spells: Lesser, Perform Miracles:
Lesser, Weapons: Light
- Drawbacks: Holy Vows (Yrael Ythomit)
- Additional Powers: 1
- The Naturalists are an ancient religion based on the worship of
nature and the natural state. "Reformed Naturalists", unlike the
previous two groups, may wear normal clothing and even armor, use
modern technology (like steel swords and crossbows!), and they also
have towns of their own, and are even willing to live in cities, so
long as they can go to the wilderness every weekend; for this reason,
the other branches call them "Weekend Worshippers". Because they can
gather for defense, wear armor, and use decent weapons in times of
war, Reformed Naturalists are a fairly common religion, while the
first two branches have been all but annihilated. Most player
character Naturalists should be Reformed, as they're the least
unplayably insane.
All three branches (and any twigs
splinters off-shoots variants)
make extensive use of "recreational" herbs and mushrooms, and the
policy of "free love" certainly draws the crowds to their services.
Naturalists have no priests as such, merely "wise dudes and honeys"
(don't look at me that way, that's how these '60s reject motherfuckers
talk!) who are "really deep, man..." Some of these wise dudes/honeys
end up wandering the world, either lost in a hallucinogenic daze or
because they are all fired up to save the world. The other major
difference between Naturalists and other religions is that they do not
persecute wizards, and incorporate sorcery into their rituals, so all
of their wise dudes know both kinds of magic (so starting Naturalists
have 3× their DUDEness in blue chips).
- Noble:
- Powers: Horse, Weapons: Light, Armor: Light, Literacy, Rich
- Additional Powers: 2
- Feudalism is the political theory that the strong should protect
the weak in exchange for the obedience and taxes of the weak. In
practice, this means that the warlord "nobility" act any way
except noble, while pressing the peasantry to hard labor, or
using them as cannon fodder in an endless series of wars against other
warlords. A Noble character is probably a younger son of a warlord,
sent off to "adventure" in the hopes that he will die in some horrible
way and so be unable to contest the throne later in life.
Alternately, a Noble character could be a warlord's daughter who has
fled from a life of arranged political marriage, multiple childbirths,
and eventually death during childbirth.
- Paladin:
- Powers: Armor: All, Literacy, Perform Miracles: Lesser,
Strength OR Toughness (player's choice), Weapons: Holy
- Drawbacks: Holy Vows
- Additional Powers: 1 (usually used for Horse)
- Paladins are priests who are trained for battle, somewhat at the
expense of their religious training. Most are rigidly intolerant of
whatever their religion has declared to be "evil", utterly unwilling
to question their relgious devotions, and nearly psychotic in warfare.
A Paladin character could certainly be one like that, entering the
dungeons to slay "evil", or could be a Paladin who has begun having
doubts after putting the torch to yet another village of otherwise
peaceful Hobgoblin families. All but 10 gp (at most) of their money
must be used for equipment.
- Priest:
- Powers: Perform Miracles: Greater, Literacy, Weapons: Holy
- Drawbacks: Holy Vows
- Additional Powers: 1
- The priesthood is about two things: expanding the power of their
church, and serving their god, in that order - after all, they
rationalize, they cannot serve their god unless the church is strong.
The other constant in almost all religions is the denunciation of
sorcery, as it could be a rival power. That said, not all Priests are
obsessed with political power. Many naive younger Priests are
actually concerned with fighting "evil" and helping others, and may
even be willing to tolerate infidels as long as they are also working
for a good cause (giving the priest hope of converting them), and it
is presumed to be from this category that player characters will come.
- Ranger:
- Powers: Armor: Light, Spot Hidden, Stealth, Tracking,
Weapons: All
- Drawbacks: Poor
- Additional Powers: 1
- Rangers range from back-woods banjo-playing hicks, to serious
foresters, hunters, trappers, and guides, to princes with broken
swords who just like wandering around in the mud and slumming with
halflings. As such, they have an enormous variation in motives and
interests, but many are angered by the dungeon monsters despoiling the
wilderness, which is their hunting and trapping grounds!
- Thief:
- Powers: Armor: Light, Climb, Disarm Traps, Pick Locks, Pick
Pockets, Spot Hidden, Stealth, Weapons: Light
- Drawbacks: Ostracised
- Additional Powers: 0
- I'm just an honest businessman, officer, why do you ask? Hey,
they weren't using it. Think of it as redistribution of wealth. But
I have three children to feed! Who, me? I'm... one of the night
cleaning staff! Yes, that's it exactly. Excuse me, but is the
garotte too tight? Is this better? Putting locks on doors is just
daring me to break in; why do they persist in it? All right,
you got me, it's a fair cop, but society's really to blame, innit?
- Wizard/Witch:
- Powers: Cast Spells: Greater, Familiar, Literacy, Weapons:
Light, Willpower
- Drawbacks: Ostracised
- Additional Powers: 0
- Wizards and Witches (men and women, if that wasn't clear) are the
damned and accursed (at least, legally) who have dared to learn the
secrets of magic. For this crime against nature and the commands of
the gods (through their only voice, the churches), they are exiled
from decent communities. Few warlords have ever been willing to face
excommunication and a crusade for the marginal benefit of a court
Wizard on the battlefield, and the ones who were so willing, were
quickly crushed. Thus, many establish weird strongholds, isolated
towers, or magical caves in remote areas, but many others join up with
other outcasts and rejects - adventurers, in other words. In any
case, they all need the treasure and magic items the dungeons are
legendary for.
Additional Powers was calculated as (7 + drawbacks - powers) / 2,
rounding up, counting Weapons/Armor: All as 2, Cast Spells/Perform
Miracles: Lesser as 2, CS/PM: Greater as 4, and all others as 1.
- Select one personal Drawback, if you want.
- Select additional Powers with the "Additional Powers" points as given by
the class, at the costs listed in Powers below. If you took an additional
Drawback, you have one additional Power point. Alternately, characters may
trade one Power point for one additional DUDEness, one time only. If a
character receives the same Power twice from Race and Class, the extra may be
traded in for additional Power points.
- Select a patron god, and record any benefits that god gives its followers.
- All characters start with 100 gp, multiplied by the Rich Power and Poor
Drawback and the clothes on their backs. All further equipment must be
purchased.
- Start in Ren Town, near the dungeon of Yecnad Nayr.
DUDEness represents a character's level of experience in DUDEhack. There
is no upper limit on DUDEness in DUDEhack, either - a 20 DUDEness Player or
Boss has a hand of 20 cards! Yow!
In addition, Players and Bosses (but not Extras) with a DUDEness in excess
of 10 add the points over 10 to their totals in all actions - so if a 15
DUDEness Player plays a 6, the total is [6 + 5 =] 11; if the Player
plays a Queen and draws a 9, the total is [3 + 9 + 5 =] 17!
Note that characters cannot use any weapons or armor unless they
have the appropriate Weapons or Armor power.
Weapons (except Holy), Armor, Cast Spells, or Perform Miracles may be
upgraded, by trading in the cost of the one you have to get a better one (so
upgrading from Cast Spells: Lesser to Cast Spells: Greater costs 2 points).
Otherwise, you may not sell off Powers. No character except a
Naturalist can have both Cast Spells and Perform Miracles; Wizardry is in
opposition to the laws of all other religions.
Other than that, there are almost no restrictions on specific races or
classes taking or improving any Power. Wizards/Witches, for instance, can
improve to Weapons: All, or buy Armor: Light, or whatever they like. Any
Power with "cost N/A" cannot be purchased, it can only be acquired as part of
the racial package.
As usual, additional Powers may be invented.
Armor: All (cost 2)
Armor: Light (cost 1)
Beauty (cost 1)
Big (cost 1)
Cast Spells: Greater (cost 4)
Cast Spells: Lesser (cost 2)
Charming (cost 1)
Climb (cost 1)
Disarm Traps (cost 1)
Enchanting Music (cost 1)
Familiar (cost 1)
Flight (cost N/A)
Hold Breath (cost N/A)
Horse (cost 1)
Immortality (cost N/A)
Infravision (cost N/A)
Iron Stomach (cost N/A)
Literacy (cost 1)
Magic Item (cost 1)
Mining (cost 1)
Perform Miracles: Greater (cost 4)
Perform Miracles: Lesser (cost 2)
Pick Locks (cost 1)
Pick Pockets (cost 1)
Rich (cost 1)
Spot Hidden (cost 1)
Stealth (cost 1)
Strength (cost 1)
Swimming (cost 1)
Toughness (cost 1)
Tracking (cost 1)
Unique Background (cost 1)
Weapons: All (cost 2)
Weapons: Holy (cost N/A)
Weapons: Light (cost 1)
Willpower (cost 1)
| Power: Alchemy (cost 2) | Type: Magic Skill |
| Act. Time: varies, 1 hour to years |
Range: touch |
|
| Blue Chips: varies |
Duration: permanent |
| Diff.: varies |
Area: one item |
| Description: The character may create new
magic items. The rituals to create magic items can range from brief
(hours-long rituals) to extremely long-duration (years, decades, or
centuries), the materials from common household supplies (who doesn't have
"eye of newt" handy?) to esoteric (a hubcap from a '67 Mercury Charger?!?).
The ritual may require the short-term expenditure of blue chips, a longer-term
expenditure of white chips, material or living sacrifices, or even the
"permanent" expenditure of DUDEness, even (of course, you can recover it with
white chips). No goblinoid or trollish character can have this power.
|
|
| Power: Armor: All (cost 2) | Type: Skill |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character may wear any kind of armor. |
|
| Power: Armor: Light (cost 1) | Type: Skill |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character may wear any armor
labelled "light" on the armor table. |
|
| Power: Beauty (cost 1) | Type: Physical Trait |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character gets a positive
initial reaction from anyone of mannish or faerie genus. |
|
| Power: Big (cost 1) | Type: Physical Trait |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: Character has a longer reach,
moves faster, does +1 damage on all melee attacks, and always attacks first in
melee, due to the longer reach. |
|
| Power: Cast Spells: Greater (cost 4) | Type: Magic Skill |
| Act. Time: 1 hour per spell level |
Range: reading |
|
| Blue Chips: 1 |
Duration: permanent |
| Diff.: 8 from scroll, 6 from book |
Area: N/A |
| Description: The character may learn and use
all magic spells. The activation time and such are to learn a new spell from
a scroll or magic book. A character with CS:G can have (and starts with) an
additional 2× as many blue chips as their DUDEness (for a total of
3×), may learn all spells, and starts with two first-level spells of
their choice. No goblinoid or trollish character can have this power.
|
|
| Power: Cast Spells: Lesser (cost 2) | Type: Magic Skill |
| Act. Time: 2 hours per level |
Range: reading |
|
| Blue Chips: 2 |
Duration: permanent |
| Diff.: 10 from scroll, 8 from book |
Area: N/A |
| Description: The character may learn and use
magic spells of levels 1-3 only. The activation time and such are to learn a
new spell from a scroll or magic book. A character with CS:L can have (and
starts with) an additional 1× as many blue chips as their DUDEness (for
a total of 2×), may never have more spells of each spell level than
their DUDEness, and starts with one first-level spell of their choice. No
goblinoid or trollish character can have this power.
|
|
| Power: Charming (cost 1) | Type: Talent |
| Act. Time: 0 |
Range: speech |
|
| Blue Chips: 1 |
Duration: 10 minutes |
| Diff.: opposed |
Area: all listeners |
| Description: The character could sell freezers
to Eskimos, charm the skin off a snake, and lie their way out of almost
anything. Spend a blue chip, and make an opposed task check against the
DUDEness of each target; any you beat will believe anything you tell them,
tell you anything you ask for, and do anything you tell them, as long as it
seems even remotely plausible, until the duration ends. When it does, if they
did anything they will regret, they may be extremely angry; if they got a more
or less fair deal, they will rationalize it with little or no animosity. |
|
| Power: Climb (cost 1) | Type: Skill |
| Act. Time: 0 |
Range: touch |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: varies |
Area: one climbable surface |
| Description: The character can climb all but
the sheerest and slickest surfaces, even without any climbing tools. The
difficulty is 6 with tools on most surfaces, 8 without tools. |
|
| Power: Disarm Traps (cost 1) | Type: Skill |
| Act. Time: 3 turns |
Range: touch |
|
| Blue Chips: 0 |
Duration: permanent |
| Diff.: varies |
Area: one trap |
| Description: The character can try to disarm a
trap that has been spotted. The difficulty is the DUDEness of the character
who set the trap in the first place. If the task fails, the trap goes off and
automatically hits the character. |
|
| Power: Enchanting Music (cost 1) | Type: Skill |
| Act. Time: 1 minute |
Range: hearing |
|
| Blue Chips: 1 |
Duration: 6-15 minutes |
| Diff.: opposed |
Area: hearing |
| Description: The character plays a special,
magical kind of music, and all within hearing range may be entranced for a
number of minutes equal to the card played in the task, if they lose the
opposed task check (i.e. Bosses and player characters must play a higher card
than the musician, while Extras are entranced if their DUDEness is less than
the musician's card). Entranced characters cannot do anything except listen
to the music which is now playing in their heads. If they are attacked, they
will awaken, but will remember nothing that happened while they were
entranced. Soulless characters can have this Power, but always use the same
song, while characters with soul can turn any song into Enchanting Music, or
write one on the fly.
|
|
| Power: Familiar (cost 1) | Type: Magical Companion |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: N/A |
Duration: permanent |
| Diff.: N/A |
Area: N/A |
| Description: The character has a familiar, an
animal which has been possessed by a demonic spirit. The familiar is
completely loyal. It can receive telepathic commands from its owner at any
range, and the owner can telepathically "borrow" the familiar's senses,
seeing, hearing, and so on whatever the familiar senses. It can also assist
in spellcasting, giving the owner a number of additional blue chips equal to
1× their DUDEness (so a character with Cast Spells: Greater and Familiar
has 4× their DUDEness in blue chips: 1× normally, + 2× from
CS:G, + 1× from Familiar).
The familiar is very tough for an animal, having a DUDEness of 3.
All of these benefits are deactivated if the familiar is knocked unconscious,
and they are lost and the owner permanently loses one point of DUDEness and
this Power if the familiar is killed. The Power can be purchased again with
white chips and the performance of the summoning ritual, however, and the
owner will always get the same demonic spirit back, even in a different body
(though it may retain habits of the former body).
|
|
| Power: Flight (cost N/A) | Type: Natural Ability |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 0 |
Duration: permanent |
| Diff.: varies |
Area: N/A |
| Description: The character has little bitty
wings and can flutter along at the same speed that other characters walk
automatically; dodging an incoming attack or fluttering in someone's face as a
distraction (which breaks activation times!) requires a difficulty 6 task.
Flying characters do not take falling damage. |
|
| Power: Hold Breath (cost N/A) | Type: Trait |
| Act. Time: 1 |
Range: N/A |
|
| Blue Chips: 1 |
Duration: 1 hour |
| Diff.: automatic |
Area: self |
| Description: The character can hold its breath
for an hour per blue chip spent on this power, and still perform at peak
activity. Thus, if the character has even a moment's preparation time, it can
go for hours without inhaling. |
|
| Power: Horse (cost 1) | Type: Starting Equipment |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character begins the game
with a horse (or other mount - Pixie-Faeries use fairie moths), of any type
desired. The horse comes with a saddle, reins, saddlebags, and
leather-and-plate barding of armor value 5, if desired. The horse is fairly
intelligent, and knows a number of commands equal to the character's
DUDEness. |
|
| Power: Immortality (cost N/A) | Type: Natural Ability |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: permanent |
| Diff.: N/A |
Area: N/A |
| Description: The character will live forever,
barring accidents, and does not normally age after adulthood. Hardship or
stress will make the character look older, but the character will return to a
youthful appearance in better times. |
|
| Power: Infravision (cost N/A) | Type: Natural Ability |
| Act. Time: N/A |
Range: line of sight |
|
| Blue Chips: 1 |
Duration: 1 hour |
| Diff.: automatic |
Area: N/A |
| Description: The character can see in darkness
almost as well as one could by full daylight, but sees degrees of heat instead
of colors. Equal-temperature objects are not easily distinguished, but if
they have different textures that will be visible (so a zombie standing next
to a dungeon wall can be seen, for instance). |
|
|
| Power: Iron Stomach (cost N/A) | Type: Natural Ability |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character can eat anything
organic, and is never poisoned or diseased by food. If the character
deliberately eats infected or poisonous foods, its bite will convey that
disease or poison, just like a Komodo Dragon. |
|
| Power: Literacy (cost 1) | Type: Skill |
| Act. Time: N/A |
Range: reading |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character is one of the lucky
few in the world who can both read and write. Literacy is necessary to read
spell scrolls and spell books, naturally. |
|
| Power: Magic Item (cost 1) | Type: Starting Equipment |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: N/A |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character has a single
low-level magic item at the start of the game, chosen by the
Dealer. |
|
| Power: Mining (cost 1) | Type: Skill |
| Act. Time: 10 minutes |
Range: touch |
|
| Blue Chips: 1 |
Duration: permanent |
| Diff.: N/A |
Area: varies |
| Description: The character can dig a 2m wide
by 2m tall tunnel through 3m of dirt or 1m of stone or rock. Requires a
shovel or pick, which any character with this Power starts out with for free. |
|
| Power: Perform Miracles: Greater (cost 4) | Type: Holy Skill |
| Act. Time: 1 hour per miracle level |
Range: reading |
|
| Blue Chips: 1 |
Duration: permanent |
| Diff.: 8 from scroll, 6 from bible |
Area: N/A |
| Description: The character may learn and use
all priestly miracles. The activation time and such are to learn a new
miracle from a scroll or bible. A character with PM:G can have (and starts
with) an additional 2× as many blue chips as their DUDEness (for a total
of 3×), may learn all miracles, and starts with 2 first-level miracles
of choice. Soulless characters can NEVER have this Power.
|
|
| Power: Perform Miracles: Lesser (cost 2) | Type: Holy Skill |
| Act. Time: 2 hours per miracle level |
Range: reading |
|
| Blue Chips: 2 |
Duration: permanent |
| Diff.: 10 from scroll, 8 from bible |
Area: N/A |
| Description: The character may learn and use
priestly miracles of levels 1-3 only. The activation time and such are to
learn a new miracle from a scroll or bible. A character with PM:L can have
(and starts with) an additional 1× as many blue chips as their DUDEness
(for a total of 2×), may never have more miracles of each spell level
than their DUDEness, and starts with one first-level miracle of their choice.
Soulless characters can NEVER have this Power.
|
|
| Power: Pick Locks (cost 1) | Type: Skill |
| Act. Time: 2 turns |
Range: touch |
|
| Blue Chips: 0 |
Duration: instant |
| Diff.: varies |
Area: one lock |
| Description: The character can try to pick any
lock. The difficulty is the DUDEness of the character who designed the lock
in the first place. If the task fails, the character cannot figure out the
lock until it has increased its DUDEness; worse, if there was a trap on the
lock, the trap goes off and automatically hits the
character. |
|
| Power: Pick Pockets (cost 1) | Type: Skill |
| Act. Time: 0 |
Range: touch |
|
| Blue Chips: 0 |
Duration: instant |
| Diff.: opposed |
Area: one victim |
| Description: The character can attempt to
lift an object from another character's person without the victim realizing
it, if they can succeed at an opposed task.
|
|
| Power: Rich (cost 1) | Type: Starting Equipment |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: N/A |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character starts with
4× as much money as usual. |
|
| Power: Spot Hidden (cost 1) | Type: Skill |
| Act. Time: 0 |
Range: line of sight/hearing |
|
| Blue Chips: 0 |
Duration: instant |
| Diff.: varies |
Area: N/A |
| Description: The character can spot hidden
doors, concealed or invisible objects or people, and spot or hear characters
using Stealth. Against a Stealthy character, an opposed task must be made.
Against all others, the difficulty is whatever the Director says, usually
6. |
|
| Power: Stealth (cost 1) | Type: Skill |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 0 |
Duration: 10 minutes |
| Diff.: varies |
Area: N/A |
| Description: The character can move silently
and use cover, camouflage, and shadows to remain or move unseen. The
difficulty is 6 if stationary and in good conditions for it, 8 if moving OR in
bad conditions, and 10 if moving AND in bad conditions. Once it has been
established, the character only needs to make another task check when
conditions change, if someone with Spot Hidden is around, or when the duration
runs out. |
|
| Power: Strength (cost 1) | Type: Natural Ability |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 1 |
Duration: 10 minutes |
| Diff.: 6 |
Area: N/A |
| Description: The character can use a burst of
superhuman strength to lift and carry enormous objects, move stuck doors, and
do additional damage in melee combat equal to the character's DUDEness!
|
|
| Power: Swimming (cost 1) | Type: Skill |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: varies |
Area: N/A |
| Description: The character can automatically
stay afloat in water and swim as fast as most characters can walk. With a
task check, a character can swim as fast as a run, dive 2m per turn, or swim
underwater or during a storm.
|
|
| Power: Toughness (cost 1) | Type: Natural Ability |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 1 |
Duration: 10 minutes |
| Diff.: 6 |
Area: N/A |
| Description: The character gets a number of
points of natural armor equal to half the character's DUDEness (round up), any
current diseases or poisons are neutralized, and the character cannot be
infected or poisoned until the duration ends.
|
|
| Power: Tracking (cost 1) | Type: Skill |
| Act. Time: 3 turns |
Range: nearby |
|
| Blue Chips: 0 |
Duration: 10 minutes |
| Diff.: 6 |
Area: trackable terrain |
| Description: The character can find, follow,
and identify tracks if it is at all possible in that terrain (dusty dungeons:
yes, running water: no, etc.). |
|
| Power: Unique Background (cost 1) | Type: Background, Unique |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: N/A |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character has a weird
background that provides an advantage over the others (weird backgrounds that
disadvantage the character cost nothing). This is primarily used to allow a
character to take a class that is discouraged for their race.
|
|
| Power: Weapons: All (cost 2) | Type: Skill |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character knows how to use
any kind of melee or ranged weapon. |
|
| Power: Weapons: Holy (cost 1) | Type: Skill |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character knows how to use
all melee and ranged weapons approved of by the character's god. Characters
who have this Power may not upgrade it to Weapons: All. |
|
| Power: Weapons: Light (cost 1) | Type: Skill |
| Act. Time: N/A |
Range: N/A |
|
| Blue Chips: 0 |
Duration: N/A |
| Diff.: N/A |
Area: N/A |
| Description: The character knows how to use
all melee and ranged weapons labelled "light" on the weapons chart. |
|
| Power: Willpower (cost 1) | Type: Natural Ability |
| Act. Time: 0 |
Range: N/A |
|
| Blue Chips: 1 |
Duration: 10 minutes |
| Diff.: 6 |
Area: N/A |
| Description: If successful, the character is
immune to mind control, emotion control, fear, or confusion powers (and throws
off the effects of any such when the Power is activated). |
|
|
As usual, additional Drawbacks may be invented.
Gluttony
Greed
Holy Vows
Iron Allergy
Ostracised
Poor
Repulsive
Small
Stupid
Thick-Fingered
Weakness
| Drawback: Gluttony | Type: Psychological |
| Description: The character is drawn to eat
fine foods and drinks as often as possible, and must make a difficulty 6 task
when in the presence of rich, yummy, tempting food. If the character
succeeds, it can resist temptation for 10 minutes. If it fails, it must
devote all attention to getting the food and eating it. |
|
| Drawback: Greed | Type: Psychological |
| Description: The character is drawn to acquire
wealth at any risk, and must make a difficulty 6 task when in the presence of
valuables. If the character succeeds, it can resist temptation for 10
minutes. If it fails, it must devote all attention to acquring and counting
the valuables. |
|
| Drawback: Holy Vows | Type: Psychological |
| Description: The character is restricted by
devoted holy vows to a god, and cannot violate that god's strictures or
taboos, or use weapons not approved of by the god. Each time they do, they
are gradually stripped of their ability to Perform Miracles: first they drop
from Greater to Lesser (and losing any miracles in excess of their DUDEness
per miracle level), then from Lesser to none (losing all miracles), then
losing a white chip every time they do it. There is no way to get rid of Holy
Vows once a character has taken them; they BELONG to their
gods... |
|
| Drawback: Iron Allergy | Type: Physical |
| Description: Faerie races are harmed by the
touch of iron. The character takes 1 additional damage per successful hit
from iron weapons, and 1 damage per minute from contact with iron. Armor
never stops iron allergy damage of either kind. As a slight compensation,
though, any race with Iron Allergy also gets 2 additional blue
chips. |
|
| Drawback: No Hands | Type: Physical |
| Description: The character has no hands, and
cannot use tools in any way, and cannot have the Armor, Disarm Traps, Pick
Locks, Pick Pockets, or Weapons powers.
|
|
| Drawback: Ostracised | Type: Social |
| Description: The character is not welcomed by
at least one community or race - half-goblinoids are not welcome among
non-goblinoids, but often rise to high position among their own kind, due to
the heightened intelligence and increased viciousness of their Human heritage,
Thieves are unwelcome by the forces of law and order anywhere their profession
is known, but are expected in the criminal underworld, while Wizards and
Witches are persecuted by religious leaders everywhere. At best, the
character will get a negative reaction, while at worst, the character will be
attacked on sight. |
|
|
| Drawback: Poor | Type: Starting Equipment |
| Description: The character starts with
one-quarter the usual amount of money. |
|
| Drawback: Repulsive | Type: Physical |
| Description: The character gets a negative
initial reaction from anyone of mannish, dwarven, or faerie genus, for
appearance, odor, or some other factor. Goblinoid races may or may not
welcome the character (even Goblins have some sense of style). |
|
| Drawback: Small | Type: Physical |
| Description: The character cannot reach high
shelves, cannot have Strength or Big, takes +1 additional damage from all
attacks, and attacks last in melee due to short reach. |
|
| Drawback: Soulless | Type: Spiritual |
| Description: The character was born without a
soul, and when it dies, it dies forever. Soulless characters cannot be
resurrected from the dead (though their corpses may immediately be raised as
zombies, without the 3-day waiting period of souled corpses), and cannot
perform miracles - the gods consider them utterly valueless.
|
|
| Drawback: Stupid | Type: Physical |
| Description: The character is dumber than a
sack of hammers, and must make a difficulty 6 task to do anything clever or
come up with a usable plan (i.e. even if the player conceives it, make the
task or it gets vetoed, and no sneaky telling the other players about it!),
and cannot have Casts Spells (but can have Perform Miracles, as intelligence
is far from a prerequisite to worship), and if the character takes Literacy,
only the simplest reading and writing is possible. |
|
| Drawback: Thick-Fingered | Type: Physical |
| Description: The character cannot perform fine
manipulation, and cannot have the Disarm Traps, Pick Locks, or Pick Pockets
powers. Making basic handicrafts and holding weapons and other items is still
possible.
|
|
| Drawback: Weakness | Type: Physical |
| Description: The character takes +1 damage
from all melee attacks, cannot have Strength, and always loses in strength
contests to those who do not have Weakness. |
|
|
See the Cast Spells Powers above.
| Power: Fiat Lux | Type: Magic Spell |
| Activation Time: 0 |
Range: touch |
|
| Blue Chips: 1 |
Duration: 1 year |
| Difficulty: automatic |
Area of Effect: up to 30m radius |
| Description: Whatever the caster touches next
will glow, as bright as daylight, for the next year. |
|
| Power: First Aid | Type: Magic Spell |
| Activation Time: 1 |
Range: touch |
|
| Blue Chips: 2 |
Duration: instant |
| Difficulty: automatic |
Area of Effect: 1 target |
| Description: Heals 1 point of damage - target
(which may be the caster) discards one red chip. |
|
| Power: Radar | Type: Magic Spell |
| Activation Time: 0 |
Range: self |
|
| Blue Chips: 1+ |
Duration: instant |
| Difficulty: automatic |
Area of Effect: 100m radius per blue chip spent |
| Description: The caster knows the location and
genus of all beings or higher animals (anything with a spinal cord) within the
area who have a DUDEness less than or equal to that of the
caster. |
|
| Power: Spidey Sense | Type: Magic Spell |
| Activation Time: 1 |
Range: 3m |
|
| Blue Chips: 2 |
Duration: 10 minutes |
| Difficulty: automatic |
Area of Effect: self |
| Description: The caster can make a task check
with a difficulty of 6 to detect any trap or ambush moments before it strikes,
and so immediately gets one turn of action to respond. |
|
| Power: Tear Gas |
Type: Magic Spell |
| Activation Time: 1 |
Range: 30m |
|
| Blue Chips: 2 |
Duration: 10 minutes |
| Difficulty: 6 |
Area of Effect: 10m radius |
| Description: A cloud of tear gas envelopes the
area, causing all within it to do nothing every other action except cough and
stagger around aimlessly. Spell-casters are immune to their own tear gas, but
not to that of other spell-casters. |
|
| Power: Twinkling | Type: Magic Spell |
| Activation Time: 0 |
Range: line of sight |
|
| Blue Chips: 1 |
Duration: instant |
| Difficulty: 6 |
Area of Effect: self |
| Description: The caster can teleport to any spot
visible, if the task succeeds. If it fails, the caster teleports in a random
direction (draw a card for clock directions, reading jack as 11, queen as 12,
and king as up) and distance (heart = 10m, diamond = 20m, club = 50m, spade =
100m). Ending up in solid matter is a Bad Thing; see The Philadelphia
Experiment. |
|
| Power: Zot! | Type: Magic Spell |
| Activation Time: 0 |
Range: line of sight |
|
| Blue Chips: 1 |
Duration: instant |
| Difficulty: automatic |
Area of Effect: 1 target |
| Description: A magical beam of energy shoots
from the caster's pointing finger and strikes the target without fail, doing 2
points of damage per successful hit. |
|
|
| Blue Chips: x |
Duration: x |
| Difficulty: x |
Area of Effect: x |
| Description: x
|
|
-->
|
Religious miracles are only possible to those with the Holy Vows drawback
as well as the Perform Miracles Power. Some players may recognize the names
of these gods from a certain mythology; the author asks only that you do not
reveal the source to anyone. Some are not in exactly their normal role, but
have been adapted to more accurately represent their archetypes.
Yelserp Sivle - god of evil bards, He Who Sells Out
Xirdneh Imij - god of good bards, He Who Creates Music From Noise
Nospmoth Retnuh - god of insane bards, He Who Reports Himself
Nikfir Ymerej - god of True Order Naturalists, The Renouncer of Technology
Notnilc Mailliw - god of Orthodox Naturalists, He Who Never Inhales
Yrael Ythomit - god of Reformed Naturalists, He Who Is Way Out There, Dude
The Great White Whale - god of water
|
|
| Blue Chips: x |
Duration: x |
| Difficulty: x |
Area of Effect: x |
| Description: x
|
|
-->
|
Most fantasy worlds have odd ecologies. If you take the books as written,
there is almost no cropland, certainly nowhere near enough to support the
cities. The wilderness is even worse - the forests are almost universally
still and quiet, and animals are nowhere to be seen. In the dungeons, of
course, ecology is completely ignored. Monsters and animals seem to be
indiscriminately mixed from various climates and ecological niches, with no
regard for logic or whether or not the animal could actually survive there.
Dudania isn't like that. Here, if you disrupt the ecology by removing a
large predator, the prey it controlled will expand their population in the
next season. If it preyed upon herbivores, their food will be available for
something else - usually rats or similar opportunists. If it preyed upon a
mid-level predator, that predator's prey will be almost annihilated, and then
the predator species will die back. The ripples of ecological collapse can
spread throughout an entire ecosystem, producing unforseeable effects years
down the line. Read any book on the history of Australia (both the Aboriginal
invasion and the European invasion wiped out enormous numbers of species by
introducing new animals), or the mass extinction of North American animals as
the Native Americans spread down from Alaska for good examples...
Cities, towns, villages in Dudania are surrounded by enormous amounts of
cropland. The farmers grow crops to provide for themselves and to pay taxes
to the local nobility. The nobles then keep what they want and sell the rest
to the cities, ensuring themselves a steady supply of wealth. Most places do
not have a full year's surplus stored, so any disruption in the supply can be
catastrophic, leading to famine and war, as they march their armies on what
food they do have, and on what they can pillage along the way, to steal food
and good cropland from their neighbors.
The dungeons and goblinoid habitations are a special case. They raise
"Foodbeasts" (aka Halflings) on glowfungi, and then eat the Foodbeasts. The
glowfungi can grow on almost any organic material (corpses, waste, plant
material from the surface, whatever is at hand) mixed with radioisotopes,
which are commonly enough found while tunneling out the dungeons.
- Type:
-
- Animal:
- A normal or giant-sized animal. In wilderness areas, most animals
will only attack intelligent beings when desperately hungry, cornered,
diseased, or when their young are threatened. The few exceptions are
mentioned explicity. Animals in dungeons have been driven mad by the
control of the Dungeon Lords; even if they are not normally pack
creatures, they will work in packs, and if they have sufficient numbers,
will attack anything they think they can take down (if their DUDEness
× number appearing is greater than or equal to the DUDEness of the
target). Even if they are outclassed, they will still attack if in the
usual extremes.
- Experiment:
- A monster created through magical experimentation. Experiments
can look like almost anything - some are hybrids of different animals
or even races, some are completely unnatural. Experiments are often
unique or at least exist only in limited numbers, but a few have been
able to breed true and spread.
- Undead:
- The reanimated corpse or spirit of dead beings or creatures.
Undead are immune to many spells, as indicated in the magic section.
- DUDEness:
- The average DUDEness of the creature. Draw a card: if it is an Ace,
increase the DUDEness by 1 and the creature is a Boss; if it is a number
card, the average stands; if it is a red face card, increase the DUDEness
by 1; if it is a black face card, decrease the DUDEness by 1 (minimum 1).
All creatures are Extras unless the word "Boss" is listed after the
DUDEness or an Ace was drawn.
- Powers, Drawbacks:
- The standard powers and drawbacks these creatures have.
- Number:
- Usually given as three numbers separated by a slash (/); the first is
the number appearing in the wild, the second is the number appearing in
dungeons, and the third is the number appearing in a city. If any number
is 0, that creature is never found there normally. Draw another card to
determine what percentage of the number actually appear:
| Card | Percentage |
Card | Percentage |
| Ace | 10% | 8 | 80% |
| 2 | 20% | 9 | 90% |
| 3 | 30% | 10 | 100% |
| 4 | 40% | Jack | 150% |
| 5 | 50% | Queen | 200% |
| 6 | 60% | King | 300% |
| 7 | 70% |
- Attacks:
- The number of attacks is listed, then all possible attacks (select up
to the number of attacks from among them each turn), with the damage as a
number immediately after the name. Unless otherwise specified, all
attacks are melee attacks similar to the Fist power, just with different
damages.
- Description:
- Description of the physical appearance, mental capabilities, and
behaviors and tactics of the creature.
| Rat | Type: Animal |
| DUDEness: 1 |
|
| Powers: Climb, Iron Stomach, Stealth |
| Drawbacks: No Hands, Small, Stupid |
| Number: 12/12/12 |
| Attacks: 1: Bite 1 |
| Description: In Dudania, only the normal-sized
rats are normally found. Giant rats? I don't believe they exist.
|
|
Last Modified: 2000May09
Created