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Thursday, August 9, 2012

Quick Peek at Astonishing Swordsmen and Sorcerers of Hyperborea

I figured I need to cleanse myself by looking at a legit, newly released, OSR game. Doesn't hurt that I got the PDF of Astonishing Swordsmen & Sorcerers of Hyperborea last night by being a supporter of the project when it was running on Kickstarter (I'll be waiting for the boxed set).

What can I say after my quick perusal of the Player's Book but "wow". Sure, we get the 4 core classes, the standard fare. We also get a fairly large selection of human races to choose from (as this is a game where demi-humans need not apply.

But then we get the sub classes. Damn but there's some classes I'd love to play.


FIGHTER SUBCLASSES
Barbarian: an outland warrior possessed of feral instincts
Berserker: a rampaging shock trooper renowned for unbridled battle rage
Cataphract (Knight): a mail-clad horseman and warrior elite
Paladin: a champion who crusades for justice and Law
Ranger: a borderland fighter, frontiersman, and wilderness warrior
Warlock: a spell-weaving fighter who wields steel and sorcery interchangeably

MAGICIAN SUBCLASSES
Illusionist: a sorcerer who evokes phantasms and manipulates shadows and light
Necromancer: a sorcerer who practices black magic and communicates with the dead
Pyromancer: a sorcerer who manipulates the elemental power of fire
Witch: a sorceress who brews potions, divines portents, and lays curses

CLERIC SUBCLASSES
Druid: a mystic sorcerer empowered by ancestral, elemental, and animistic spirits
Monk: a warrior-priest who strives for physical and mental mastery
Priest: a chaplain mystic of prodigious spell casting capacity
Shaman (Witch Doctor): a primal sorcerer who confers with ancestral and totem spirits

THIEF SUBCLASSES
Assassin: a thief who specializes in murder and intrigue
Bard (Skald): a warrior, scholar, and weaver of enchanted lyrics and/or music
Legerdemainist: an adept thief who also commands the power of sorcery
Scout: a lightly armed explorer, intelligence gatherer, and stealth master

I think some of these will be making their way as NPC classes in my ACKS game ;)

Heck, I've barely scratched the surface of the Player's Book's 256 pages, and the Referee's Book is about as long. Good reading for the weekend :)

Grumpy Beats a Dead Horse - The Resurrection of Mazes & Perils

Nothing pisses me off so much as thievery. But what's even worse than general thievery is stealing from the dead. Not once. But twice.

There is a version of the Holmes D&D rules that can be found on the internet. Edited and enhanced a bit to be a "What if?" type of rule set, but credited to Dr. Holmes, as it should be.

What's pretty fuckin' amazing is that the original theft (Mazel & Perils 1e) was nearly a word for word, page for page copy of the Holmes 77 rules you could find online. Heck, the charts look like were a copy + paste from the source right into Mazes & Perils. So, not even an original theft, but stealing someone else's reworking of Holmes D&D.

So, now what does Vincent do? Changes a few numbers, moves charts around and repeats his claim as author and copyright holder. He had to do this because the document he used as source material took passages and tables verbatim from the source material - which is why it got pulled last fall.

Why bother changing stuff around? We already know it's basically stolen.

You know what, let me screen shot the 3 tables of contents, then you can decide if Vinnie was doing an original work derived from another, or if he's a straight up thief.

From left to right - Holmes 77, M&P 1e and M&P 2e

Yep, as I thought - he's a straight up fuckin' thief.

Holmes 77 states "This version edited by Eric Holmes, Retro-organized by RC Pinnell

Mazes & Perils states "By Vincent Florio, Contributors: R.C. Pinnell" then at the end "Original System and Rules Authors: Dave Arneson, Gary Gygax and Dr. John E. Holmes". Being that the work was all done by Dr. Holmes and enhanced by RC Pinnell, I fail to see how the fuck Vinnie can claim "he wrote it". Unless he means "I changed some wording and made it mine - just like those term papers I bought in college that I handed in."

Vincent - just because you claim you wrote it doesn't make it so.

Shit, I need to go back to reading the 5e updates. At least there I didn't have to deal with outright thievery.
       
                                                                                                The Grumpy Dwarf

Playing a Bit More With the Google Nexus 7

The Nexus 7 is the first device I've ever owned that has facial recognition as a security feature that actually works. Every time. Go figure.

I have a laptop with facial recognition and it NEVER has worked - I've always had to key in.

I'm really enjoying reading my RPG PDFs on the Nexus. Having a really sharp screen does help.

I still need to test G+ Hangouts on this. I'll add an update when I get around to it.

Bluetooth keyboard is certainly the way to go. I need to give a bluetooth mouse a try.

Definitely worth $200 if your are looking for a tablet.

Wednesday, August 8, 2012

Mazes & Perils - Round 2 (OSR Clone Claiming Holmes Heritage)

Does everyone remember the first incarnation of the Mazes & Perils fiasco?  Well, it's back. 

Were there changes made? Yep.

Does it really have anything to do with the Holmes set of D&D rules? Not that I can see, or at least no more than other OSR rulesets. To claim such a heritage is inaccurate to say the least. Misleading might be more accurate.

Do we really need another clone?  No.  But this really isn't a clone so much as someone's house rules that previously cribbed a heck of a lot directly from the Holmes Boxed Set.

I was going to do a side by side comparison of the two "editions" (earlier "pulled" edition and current "fixed" edition) but really, why bother?

If you grabbed it the first time around, the major changes are:
reduced expo tables
other tables that went high to low now go low to high, or visa versa, or mixed order
hobbits are now halflings
level titles are gone
OD&D style HD advancement is gone 
movement rates were randomly changed to avoid repeating earlier rates

Listen, if you want a set of really good OD&D style house rules, pick up a free copy of the LOTFP Weird Fantasy RPG. Sure, Mazes & Perils is free too. But your time has value, so why waste it?


RuneQuest 6 Softcover Edition in Hand!






 RuneQuest 6 is in hand.

A bit of  let down if you sk me, but maybe that's because I've had the PDF for a month.

Good news is the book lies open pretty well.

Bad news is the cover is going to take a beating just being on a shelf.

$62 is a bit steep for what you get.

Ah well - at least I can read it in paper format now ;)


Can Mundane and Memorable Magic Coexist?

Yeah, I've got magic on my mind recently - go figure.

So, If mundane magic is the +X type sword and memorable magic is the sword that is not designed around +X but with history and abilities in a unique combination - can the two types of magic items viably coexist in a campaign?

I ask, because ACKS has an Arcane Lore proficiency that allows the Magic-User to attempt a D20 roll to ID a magic item. This makes sense when magic items are unique (or nearly so in nature) as discovering Abigale's Magical Serving Tray and Shield is certainly covered by having a understanding of the history of magical items. I don't see it translating as well to "Generic +3 Long Sword".

The same goes for those systems that include a Bard Class. A knowledge of history and legends could certainly held one identify Azel's Unerring Bow of Hunting, but that suit of +1 Chainmail isn't all that remarkable.

Of course, one could simply give all mundane magic memorable names be item, but I suspect that would go to the wayside fairly quickly with most players. Besides, when an item is defined by something as simple as a number, a name doesn't mean much.

Or generic magic items might not be identifiable with a lore roll, unless they were owned previously by a historical figure.

Eh, that is why I don't have much love for magic items that are defined solely by a number - they lack character and soul. But the other extreme is to design magic items to be unique, and that can be extremely time consuming.

So I mix and match. Which doesn't answer my magical lore problem at all ;)


Tuesday, August 7, 2012

Lulu 20% Off Code

Lulu has a 20% off code of ASTOUND (all caps)

Time for me to go shopping I think ;)

It's good through August 10th - any suggestions?

Making Magic Memorable - or "How the Hell Can a Bard Identify a +1 Sword?"

Far too often the back of the DMG or some other set of roleplaying rules includes a listing of magic items, usually attached to some random tables. It's almost like looking at a Chinese Take-Out Menu, where players start picking out what they hope they will find later.

I'm certainly guilty of defaulting to the same when running a campaign - heck, I'm guilty of such right now in my ACKS campaign. It certainly is easier to hand out a +1 Longsword, or even a +1 Spear (+2 vs Undead) than it is to have the party find Nyser's Spear of Undead Slaying.

Maybe that is why I'm having a fun time with my weekend magic item write-ups. I get to put together something unique as well as give it a bit of back story.  It is a lot of work to do in addition to the normal campaign prep, so I know why I don't do it on a regular basis.

How do you handle magic items in your campaign. Shopping list? Unique? Combination of the two?

Highlights From Part 2 of The Ooze Pits of Jonas Gralk (DCC RPG)

I was going to do an in depth session recap of the second part of the Ooze Pits of Jonas Gralk, a 0-level Funnel for the DCC RPG, but who really wants that? What you want are the highlights:

At least 7 more PC deaths - of the original 12 0-level PCs, only 2 survived, and they had 1 and 2 HPs respectively.

One very near TPK (so near I was mentally preparing to wrap up the session), but the players had some lucky rolls that turned the tide when needed.

It is dangerous to be holding a 6' long Wand of Fire when it self destructs, as two of the PCs learned. Much hilarity ensued.

Giant acorns can kill, especially when dropped by giant squirrels from a giant tree.

As a GM, I tend to use many voices for the NPCs. As no one tried to throw anything at me through through the computer monitor, I'll assume I wasn't too offensive ;)

A good time was had by all. I've laughed more running sessions of DCC than any other RPG system I can think of. That speaks highly of the system in my opinion.

Monday, August 6, 2012

My Current Desktop - DCC Style

Enough Said ;)

Some OSR Sales at RPGNow - Vornheim and DCC #70



DCC #70 - Jewels of the Carnifax and Vornheim, the Complete City Kit are 20% off with the following code through September 10th, 2012:

TooHot8450

Vornheim was not to my taste, but it's very popular in the OSR corner.

I think we already know my love for all things DCC ;)

Another DCC Patron Sneak Peek - Lavarial


Damn but she has a big hand and a big sword!

Angels, Daemons and Beings Between? I'm putting my money on Angelic Daemon ;)

I'm really enjoying the art I've seen so far for this project (and I have a peek at yet another piece, but not sure if I can post it yet, so I'll hold on for now)


Tenkar's Minor Magical Tidbits - Brill's Bashing Mace

Brill's Bashing Mace appears to be a standard footman's mace and in fact, in combat, it acts as such. No more, no less. It's special ability is first noticed when it is used outside of combat to bash a lock or a door.

When used for "bashing", Brill's Bashing Mace add's 3 points to the user's ability modifier for Strength for the purpose of bashing or breaking a lock, door, bars, wood - whatever "bashing" the situation calls for. Brill's Bashing Mace will never break while being used to bash.

Brill himself was a thief with the curse of "Ten Thumbs". He couldn't pick a lock if his life counted on it - and at times it did. He found a footman's mace in a small hoard early on in his adventuring career, and found the mace was extremely effective in dealing with locks and the like. Brill's career game to an explosive end when he used his mace to bash the lock of a trapped chest. All that remained of Brill's belongings from the incident were his mace and his boots. No one in his party claimed his boots.

Bits & Pieces and Groundhogs

Sometimes you feel like you are reliving the movie Groundhog's Day. I'm no longer sure how many reschedules we've had with our DCC session, but hopefully tonight gets things back on pace.

This week is going to be a bit hectic at work and home, but I hope to start putting time aside for my project starting Thursday night (this is the microbrew beer money gig).

I also owe a magic item for this past weekend for my blog readers. Let me see what I can do in rectifying that.

Sunday, August 5, 2012

Not a Review - Torture (RPG Minigame)

I find it amusing that as much as I remark (not so much complain) about the frequency of torture popping up in the sessions of ACKS that I run, someone has actually released a torture based RPG mini game aptly named "Torture".

I have no current plans to review it unless I get a few requests. It's not so much that I find the idea of torture in an RPG as repulsive, as it often can further a story line, but I'm not sure how comfortable I am with a game system built around the concept. Torture should make players (or the GM) uncomfortable and turning it into a game mechanic trivializes that in my eyes.

Or maybe I'm wrong - maybe giving it a mechanic keeps it from turning into some weird slasher flick D&D session.

There's an in-depth look at it from one of the reviewers up on RPGNow.

Now, as for the cover image that is used - calling it politically incorrect is probably an understatement (and I really don't care much about "political correctness" in general). As for the torture aspect of the image - I suspect the victim is dead and doesn't know it yet.

More Stars Without Numbers Skill Thoughts - Porting the System to Adventurer Conqueror King System

I'm a big fan of ACKS. Heck, I run a weekly sandboxie campaign using ACKS on a weekly basis. One of the things I really like about ACKS is the list of Proficiencies - they are really useful in bringing some extra dimensions to the characters. What I dislike about the proficiency system in ACKS is how useless it is as written in play.

Most skills succeed on an 18+ roll - 15% of the time, unless you put more points into them. As written, ability scores do not add to the roll.

How much easier would it be to set a proficiency's default to a 10+ on 2d6? Allow adjustment by ability score, and allow proficiencies to be trained - using a proficiency point to lowers the default to 9+.

Did I mention I'm really digging SWN?

If any of my players read this - give me your thoughts.

Quick Thoughts on SWN'ing the OSR Thief Skills

I'm just throwing these out there as random thoughts 15 minutes after waking up - they may no longer make sense to me this afternoon ;)

Start all thief skills at a base difficulty of 8 - except Climb walls, which would start at a difficulty of 5.

Two skill points to distribute at odd levels (including first), one point to distribute at even levels (this is totally just woke up guess work - I suspect that would need tweaking).

This would allow for the DM to actually set difficulties for the different tasks depending on the situation.

Lets see if this still makes sense when I am fully awake ;)

Saturday, August 4, 2012

Nexus 7 Test Post - Chrome Blogger Interface or Blogger App?

I'm beginning to think the Blogger App is a waste of space on my Nexus, as the standard blogger web interface is 10X more useful than the app.

Heck, I can even post a picture of y niece riding a Cat Scratching Post. I can size it, I can move it side to side - I can even place it where i want it on the page.

Yep, the app sucks for Blogger, but the web interface still rocks.

End of test ;)

A Quick Look at Skills in Stars Without Number

I'm away for the weekend and trying an experiment of sorts. Lets see how well I can post to my blog using my Google Nexus 7 and a bluetooth keyboard ;)

Back to SWN. I'm on my first end to end readthru of SWN: Core. I read it previously, but more of a random flip through then an actual end to end read.

Earlier this afternoon I realized the SWN skills section was brilliant in it's simplicity. It basically reaches back to Classic Traveller and gives us a 2d6 based skill resolution system. The beauty of this is that you don't need ever increasing DC levels to keep a skills difficulty relevant. A +1 or +2 to a skill can be a huge swing on the 2d6 bell curve.

My God, but I really do like this. Hell, I'd port this over to my ACKS game if it wasn't already 10 sessions deep. It's neat and it's simple and looks like it should work very well in game. Heck, there really isn't a reason it couldn't be ported to LL, ACKS or S&W. It would work extremely well with the thief skill. Heck, I may need to write a quick hack for that. It wouldn't be a waste, as it would also fit my GAPs project.


Another Sneak Peek - Possible Cover Art for Angels, Daemons and Beings Between

Sean sent me this piece of art to look at. It's one of the pieces they are considering for the cover of Angels, Daemons & Beings Between (it's a DCC Patron book).

Personally, I think it's suitably hideous and an eye catcher. I assume it's a part of a larger piece, as I can't see where they would fit the title on this one ;)

So, what do you think?

Yay or nay?

Friday, August 3, 2012

Free Adventure - Grandfather's Rain (Other Dust)

I'm trying to immerse myself in Stars Without Number and Other Dust these days, but even that is hard to do with everything else pulling at my time. Then James Aulds talked to be about running an Other Dust game via the UA-LC for recruiting, and I totally forgot that Sine Nomine Publishing had put out a free introductory adventure for Other Dust called Grandfather's Rain.


They don't give half assed freebies at Sine Nomine - 43 pages long and full of gaming goodness that I can't read yet. At least not until I figure out if I have the free time to sneak into James' game. I might have to console myself with session recaps;

Here's the details:


A Shining Doom Has Come To Broketree....

The silver poison has come again. In the days when your grandfathers were young the poisonous eastern hills roared with thunder and sent streaks of gleaming filth down the Sweetwater River. Those who drank of it sickened, but what else were they to drink in this dry land? If a band of brave scouts had not discovered ancient purification filters in the ruins of an Old Terran laboratory, Broketree would surely have withered and died. The filters fell to pieces when your fathers were still boys, but by then the river flowed clean and pure once more.

Now the thunder has pealed again and the silver filth has come once more. The filters are broken and useless. New ones must be found, and quickly, before the enclave is too weak to survive. Yet rumors come from the north that the mud miners of Digger Springs grow sick as well- and what will they do if they find salvation before the warriors of Broketree can again bring grandfather's rain?

Grandfather's Rain is a free introductory adventure for the Other Dust old-school roleplaying game. Fully compatible with the award-winning and free Stars Without Number sci-fi game, Other Dust gives you the tools to build your own savage post-apocalyptic world of monstrous perils and desperate struggles. Within this adventure, you'll find...

Broketree, a post-apocalyptic farming village laced by poisonous family feuding and a lethally idealistic creed

Digger Springs, a mud-mining settlement founded to excavate the bones of a buried Old Terran suburb, and a place where Hell's lid sometimes flies off.

The Ashbrook Research Center, a "diagram map" ruin built as an example for new Other Dust gamemasters.

Random tables for quick loot and reward generation, and a layout that lets you keep your focus on the adventure without constantly checking the rulebook

Peeking at a Patron - Looking at the Art


The team that is putting together Angels, Daemons, and Beings Between fr the DCC RPG over on Indiegogo were kind enough to share this piece of art with me from their project. It's for a patron known as the Four Maidens and it's by David Fisher.

I think we need a wingman to take on the fourth maiden ;)

BTW, Raven Crowking is doing (some of) the writing, and he previews a patron on his blog today.

Thursday, August 2, 2012

Mini Review - Alternate Occupations (DCC RPG)

Alternate Occupations came on my radar a few days ago, but with my own Create a 0-Level Occupation contest going on at this blog, it seemed best to wait before looking.

My gut feeling? Mixed.

I like the idea of breaking out the races for their own tables, as players, or even the GM may want an "All Dwarf" party.

Not too hot on breaking the occupations out by class. It just seems to go against the grain of the DCC RPG to me.

To be honest, many of the occupations submitted to the contest on this blog were more imaginative (I just need to prune the list down to 100 or less).

That being said, the definitions of the more obscure occupations was a nice touch, and something that was noticeably missing from the core DCC rules.

In the end, Alternate Occupations is just two bucks. Which is cheap. Until you realize you can grab Bone Hoard of the Dancing Horror for $2.75. Which just goes to show what a bargain Bone Hoard actually is.

The One Ring PDFs Are Pulled From RPGNow

Still available in paper - for now...
It appears that all of The One Ring PDFs have been pulled from RPGNow, and it looks like they are unavailable anywhere else.

Yep, it looks like WotC's lawyers have now infected the Tolkien Estate and by extension Cubicle 7.  Because, as you well know, offering your product in a digital format means thievery. Which must be why RPGNow does such great business.

This is in addition to Cubicle 7 canceling the GenCon Book release of The One Ring Collection: GenCon 2012 Edition.

No stated details as to the why for either, but with licensed products there are always too many cooks involved in the process.

Now THIS is a Gawd Damn GM Screen!


Sean Connors was kind enough to send me a sneak peek of the artwork being used for the DCC GM Screen (the artist is Scott Ackerman). This is part of the Angels, Daemons and Beings Between - a patron book for the DCC RPG.

Color me impressed!

I get paid tomorrow and planned on kicking into this project, but I wasn't sure what level. Now that I know I NEED this GM screen, I now know what level I'm kicking in at.

Holy shit but this rocks!

Phew! Prizes Are Awarded - Back to Regular Tavern Business

Because You Need to
Armor Up Against Spittle
The 0-Level Occupation Contest is over - long live The Dwarven Dentist - may he never run out of teeth to extract!

I expect things to start to slow down a bit here at the tavern for a bit. The serving wench has piled up her tray, and she's passing a lot of full plates on to me. So the 2-4 posts per day? I think 1-3 (most likely 2) is going to be the trend. I need to get a bedroom ready for new furniture (the wife is the task master here), I have my GAPs project to work on (although that is going to start off slowly because...) and I have a "paying in beer money" project that has been cleared and now needs me to address it. Yeah! Beer! Remember, I prefer microbrews, so I always need more beer money!

I'm beginning to think that the next non-DCC game that I run via the UA-LC will be a short Arc in either SWN or Other Dust. Not sure yet. I'll announce if and when I solidify the idea.

Alright, I need to work on a review or two. Oh, and did an interactive "plug in the numbers" PDF character sheet ever appear on the RuneQuest 6 website? I want it! Wahhhh! ;)


Wednesday, August 1, 2012

The Winners of the "Post a 0-Level Occupation for the DCC RPG" Are...

This really was difficult in the most awesome of ways. I never expected the number of entries - 133 - let alone the high quality of the entries. If I could give everyone a prize I would, but I can't.

So, here are the prize winners:

Winner of Issues 1 and 2 of Crawl!, the DCC Fanzine is... SAROE for the following entry:


Dwarf Dentist
Trained Weapon-Hammer
Trade Goods-Chisel, Sack of Teeth (6d6)
Not real good on the preventive care side of things-but for extractions they tend to get the right tooth in less than three tries. This made me laugh out loud and got my wife walking over to check it out :)


SAROE, I'll need your snail mail address so I can forward it on to Dak.

The following 5 posters have won their choice of one of the first 16 releases from the Toys For the Sandbox series AND their choice of either TFTSB #23 Pirate Island or #24 The Lost Colony. The first part of this prize selection is from me and the second part is courtesy of Quinn Conklin, the writer of the Toys For the Sandbox series.


Tom Grimshaw
Occupation: Goblinoid Dungeon Janitor.
Trained Weapon: Broom (As Quarterstaff but with double damage against things of a mucky nature, such as ooze).
Trade Goods: Sack of Trash (but one mans trash is another mans treasure). love the image



bananaBill
Occupation: dwarven beard decorator.
Weapon: razorblade, 1d5 dmg.
Tradegoods: ribbons, glass pearls, beard decorations. my wife really liked this one



runeslinger 
Occupation: Shrubber
Trained Weapons: Shears, scathing social commentary
Trade Goods: landscaping skill (seasonal), 1d5 seedlings,(seasonal), 2d4 pouches of varied shrub seeds, advice

"Judging by the undergrowth,no one has propitiated an oppressive,class-conscious deity at this forsaken temple at the expense of honest laborers for at least 50 years..." so bizarre it has to be good ;)



Christopher B
Copier Repairman
Trained Weapon: Screwdriver
Trade goods: Toolkit

Description: You were fixing that cranky IBM Copier II at the bank when: "Flash!" followed by "Where the heck am I?" the most original one of the bunch



Prince Herb 
77 - City Watchman
Weapon: truncheon
Trade Goods: dragon hand-puppet  Holy crap - it's me! :)


The above 5 winners will need to forward me the email address they use at RPGNow / OneBookShelf so Quinn and I can get you your prizes.

Now we get to the random prize winners. The roll was made with a d7 and a d20, ignoring rolls of 20, to give me a table from 1 to 133.

The winners are:

106 - garrisonjames -  1 Copy of Ooze Pits of Jonas Gralk (courtesy of Purple Sorcerer Games) 

Occupation: Chalk-cutter
Trained Weapons: Dagger
Trade Goods: 1d6 pounds of raw chalk

37 - mwschmeer   1 Copy of Ooze Pits of Jonas Gralk (courtesy of Purple Sorcerer Games) 

Occupation: Besom maker (broom maker)
Weapon: Broom
Trade Goods: Brooms & corn stalks


26 - Andrew - 1 Copy of Perils of the Sunken City (again, courtesy of Purple Sorcerer Games in PDF
Occupation: Assistant Pig-Keeper
Trained Weapon: Stick (1d4)
Trade Goods: Runaway Pig

Well, the pig got away, and if you go home, you'll never hear the end of it. Time for you and your pig to seek your fortune!

130 - Gabriel Perez Gallardi - 1 Copy of Attack of the Frawgs! (courtesy of Thick Skull Adventures)
Occupation: Pie maker.
Weapon: Wooden rolling pin (as club).
Trade goods: 1d4 pies (roll 1d100 on the Pie table below) & metal pie mold.

Motto: "I don't sell to orcs!"

Pie table
1. Aloo pie
2. Apple pie
3. Bacon and egg pie
4. Bakewell tart
5. Banana Cream Pie
6. Banoffee pie
7. Bean pie
8. Bedfordshire clanger
9. Bisteeya
10. Black bun
11. Blackberry pie
12. Blueberry pie
13. Bob Andy pie
14. Bougatsa
15. Boysenberry
16. Bridie
17. Buko pie
18. Bundevara
19. Burek
20. Butter pie
21. Caramel tart
22. Cheese pie
23. Cherry pie
24. Chess pie
25. Chicken and mushroom pie
26. Chinese pie
27. Coconut Cream Pie
28. Cookie Cake Pie
29. Corned beef pie
30. Shepherd's pie
31. Coulibiac
32. Cumberland pie
33. Curry pie
34. Custard tart
35. Derby pie
36. Empanada
37. Fisherman's Pie
38. Flan
39. Flapper pie
40. Fleischkuekle
41. Fried pie
42. Gibanica
43. Homity pie
44. Hornazo
45. Jamaican patty
46. Kalakukko
47. Karelian pasties
48. Khachapuri
49. Knish
50. Key lime pie
51. Killie pie
52. Lemon meringue pie
53. Manchester tart
54. Meat pie
55. Meat and potato pie
56. Melton Mowbray pork pie
57. Mince pie
58. Minui pie
59. Mississippi mud pie
60. Natchitoches meat pie
61. Neapolitan pie
62. Öçpoçmaq
63. Pastilla
64. Peach pie
65. Pecan pie
66. Pirozhki
67. Pizza Pie
68. Pork pie
69. Pukka Pies
70. Pumpkin pie
71. Pyrih
72. Quiche
73. Raspberry pie
74. Razzleberry
75. Red velvet cake pie
76. Rhubarb pie
77. Salteñas
78. Sambusac
79. Scotch pie
80. Sea-pie
81. Sfiha
82. Shepherd's Pie
83. Shoofly pie
84. spinach pie
85. Stargazy pie
86. Steak and kidney pie
87. Steak pie
88. Strawberry pie
89. Strawberry rhubarb pie
90. St. Stephen's Day pie
91. Sugar pie
92. Sweet potato pie
93. Tarta de Santiago
94. Tiropita
95. Torta caprese
96. Tourtière
97. Treacle tart
98. Vlaai
99. Woolton pie
100. Zelnik


40 - Roger the GS - 1 Copy of Bone Hoard of the Dancing Horror (courtesy of Purple Duck Games)
Occupation: Poseur Assassin
Trained Weapons: Segmented flail and throwing knives.
Trade Goods: Black pajamas and head wrappings; segmented flail and 3 throwing knives, each decorated with scorpions, spiders and dragons but of cheap workmanship (1/6 chance of breaking with each attack, flail head will fly in a random direction).
AKA Teenage boy from 1980s



Okay - the winners above need to reach out to me at the following email: erikATtrubluniteDOTnet.

It was an amazing experience to run this contest. Now I need to find a way to surpass this with the next contest ;)





Tenkar's Tavern List of 133 0-Level Occupations for the DCC RPG (Contest Entry Summary)

I need to sit down with my wife later on tonight and go through this list. I already have an idea of a few favorites from my side, but I want to get the second opinion of my non-gaming wife ;)

In the meantime, here's the consolidated list of 133 entries (ApisFurioso - You were the first entry, but i missed you with the initial cut-n-paste, so you are listed at the end):


baronzemo said...
1 - Occupation: Dung Picker-Upper
Trained Weapon: Pitchfork
Trade Goods: Fertilizer
Tom Grimshaw said...
2 - Occupation: Goblinoid Dungeon Janitor.
Trained Weapon: Broom (As Quarterstaff but with double damage against things of a mucky nature, such as ooze).
Trade Goods: Sack of Trash (but one mans trash is another mans treasure).

"Some enter the dark bowels of the earth seeking gold, glory and, purpose... This guy seeks to clean up after them".

Andrew said...
3 - Occupation: Sycophant
Trained Weapon: Foil
Trade Goods: Very fancy clothes, makeup.

You found someone rich and made a career of flattery. Then it went wrong, and you're looking for something new.
X the Owl said...
4 - Sin-Eater
Trained weapon: Crutch/Cane (as club)
Trade goods: Wooden bowl & mug, a little bread & ale.

Latrine-Digger
Weapon: Shovel
Trade Goods: Smells like ass

SAROE said...
5 - Penguin Milker (Milker of Penguins)
Trained Weapon-Penguin Yoke (as club)
Trade Goods-Bucket
X the Owl said...
6 - Bosun's Mate
Trained Weapon: Cat (as mace or club)
Trade goods: Purloined cables


7 - Castrato
Trained weapon: Little knife (as dagger)
Trade goods: Fine soprano voice

8 - Landbound Midshipman
Trained weapon: Dirk (as dagger)
Trade goods: Oversized uniform

9 - Nerf-herder
Trained weapon: Crook (as club)
Trade goods: 1d4 nerf

Tim Shorts said...
10 - Halfling Potato Carver
Knife
a carving knife and 1-14 potatoes (I had to include a zocchi roll)

ScrivenerB said...
11- Stylite. It has Vancian provenance afterall.
Comes with 30' rope attached to a bucket.
Weapon: cat-o-nine-tails (d5 subdual).

The occupation knows about religion, balance, and dealing with inclement weather. When your 'job' is to sit atop a pillar for years you get intimately familiar with the weather. ...

Darien Mason said...
12 - Water Carrier
Weapon: Staff
Goods: two wooden buckets

13 - Barber
Weapon: Knife
Goods: metal bowl

SAROE said...
14 - Dwarf Dentist
Trained Weapon-Hammer
Trade Goods-Chisel, Sack of Teeth (6d6)

Not real good on the preventive care side of things-but for extractions they tend to get the right tooth in less than three tries.
Ryan said...

15 - 1. Occupation: Leech Collector
Trained Weapon: Dagger
Trade Goods: Bag of leeches

These unfortunate souls collect leeches for physicians. They typically do this by wading into leech-infested waters, letting the leeches attach to their legs, and then prying them off and selling them to a doctor.

16 - 2. Occupation: Fuller

Trained Weapon: Club

Trade Goods: Bale of wool

The fuller spends his days cleaning the impurities out of bales of wool...by soaking them in a vat of ankle-deep urine, which they stand in, and pound the wool with their hands, feet, or a club.
ApisFurioso said...
17 - dwarven bar-maid
heavy tankard (as club)
battered serving tray (as shield)
trading goods, smiles, lies, kisses, and a overheard rumor

Roger the GS said...
18 - Occupation: Worminger
Weapon: Worm goad
Trade goods: 3 vials of worm medicine (unpredictable effects on non-worms), collection of worm scrapers and probes.

19 -Occupation: Ceremonialist (each title will be different, examples: "Lord High Portreeve of the Stars and Garters"; "Under-Chatelaine Pursuivant to the Council of Insignificant Trades"; "Bailiff and Cryer for the Court of Groves and Orchards.")
Weapon: Ceremonial mace (gems already pawned)
Goods: Fancy, easily mocked outfit; small handbook of court protocol

Steve Moss said...
20- Occupation: Turkey wanker
Weapon: Feather duster
Trade goods: Pair of soft, leather gloves

21 - Occupation: Assistant torturer
Weapon: whip
Trade Goods: grey hood (as an assistant you don't get to wear the black one)

22 - Occupation: Peat Cutter
Weapon: Spade
Trade goods: some peat, shovel
Wymarc said...
23 - Occupation: Courtesan
Weapon: Stiletto blade with hidden garotte and razor in handle
Trade Good: Sewing & Makeup Kit
bananaBill said...
24 - Occupation: dwarven beard decorator.
Weapon: razorblade, 1d5 dmg.
Tradegoods: ribbons, glass pearls, beard decorations.

In the dwarven halls, ones class in society is reflected in the gaudiness of ones decorated beard. Now, it is time to take this craft to the world beyond.
Bret said...
25 - Sausage maker
Weapon: a large string of sausages or salamis (10 lbs)
Trade good: d4 dogs who follow him around drooling (will chase a thrown sausage, even into combat)

Sick and tired of stuffing meat into intestines. Now I'mma take these dogs and sausages into that treasure pit and get rich.
Andrew said...
26 -Occupation: Assistant Pig-Keeper
Trained Weapon: Stick (1d4)
Trade Goods: Runaway Pig

Well, the pig got away, and if you go home, you'll never hear the end of it. Time for you and your pig to seek your fortune!
Andrew said...
27 - Occupation: Beach/Bank Comber
Trained Weapon: gaff hook (polearm)
Trade Goods: Manky, dank net bag.

You've pulled things out of the river/ocean long enough to see some truly disturbing things.

mwschmeer said...
28 - Occupation: Chicken Sexer
Weapon: Broom, bellows
Trade Goods: eggs & feathers

29 - Occupation: Food Taster
Weapon: Dinner Spoon
Trade Goods: 1 bottle fortified wine

30 - Occupation: Knitter
Weapon: Rusty needles & Dull scissors
Trade Goods: Unspun wool

31 - Occupation: Hayward (hedge trimmer)
Weapon: Shears
Trade Goods: Cut flowers

32 - Occupation: Oyster Raker
Weapon: Rake
Trade Goods: Crushed oyster shells, seaweed

33 - Occupation: Unguentary
Weapon: Sticky spoon
Trade Goods: Various glues & adhesives

34 - Occupation: Weirkeeper (keeper of fish traps)
Weapon: Trident
Trade Goods: Dried fish & fishmeal

35 - Occupation: Woodmonger
Weapon: Rough wooden club
Trade Goods: Firewood

36 - Occupation: Fresco painter
Weapon: Paintbrush & palette
Trade Goods: Paint

37 - Occupation: Besom maker (broom maker)
Weapon: Broom
Trade Goods: Brooms & corn stalks

Doug Medesha said...
38 - Occupation: Firefly Wrangler
Weapon: Nets of all kind
Trade goods: Bladders of light

39 - Occupation: Hemp Artificer
Weapon: Soothing smoke
Trade goods: Handwoven ropes and nets.

Roger the GS said...

40 - Occupation: Poseur Assassin
Trained Weapons: Segmented flail and throwing knives.
Trade Goods: Black pajamas and head wrappings; segmented flail and 3 throwing knives, each decorated with scorpions, spiders and dragons but of cheap workmanship (1/6 chance of breaking with each attack, flail head will fly in a random direction).
Teenage boy from 1980s
Trained Weapons: Segmented flail and throwing knives.
Trade Goods: Black pajamas and head wrappings; segmented flail and 3 throwing knives, each decorated with scorpions, spiders and dragons but of cheap workmanship (1/6 chance of breaking with each attack, flail head will fly in a random direction).

mbeacom said...
41 - Occupation: Postal Rider
Weapon: Pepper Spray (as acid splash)(to fend of aggressive dogs)
Trade goods: Information

"Because, when you control the post, you control....INFORMATION!"
42 - Occupation: Dog Whipper
Trained Weapon: Whip
Trade Goods: Large wooden tongs (for canine removal)
43 - Occupation: Groom of the Stool (wiper of the King's royal behind)
Trained Weapon: Varies By Culture
Trade Goods: rags or tissue

44 - Occupation: Sapper
Trained Weapon: Pick
Trade Goods: Spade

baronzemo said...
45 - Occupation: Grammar Guard
Trained Weapon: Pen (1d2 dmg)
Trade Goods: Dictionary

God forbid if your half-orc bararian can't tell the difference between a plural and possessive noun.

Tom Grimshaw said...
46 - Occupation: 10ft Barge-Pole Maker (he's rather tall)
Trained Weapon: Sharpened Barge-pole (as a spear).
Trade Goods: 11ft Barge-Pole (for things you wouldn't touch with a 10 footer).
Novelty Barge-Pole Keychain (a twig on a piece of string, minus any keys).
Steel Helm (for all those bumped heads on door frames when he forgets to stoop).

Tom Grimshaw said...
47 - Occupation: Pyromaniac
Trained Weapon: Torches (as club with the potential to ignite flammables)
Trade Goods: 1D6+1 Torches, 1D3 Flasks of Oil, Flint, Tinderbox.

"Why did we hire this guy again? - Dimbuldorff the Bemused"

JeffStormer said...
48 - Beekeeper
Weapon: 2d5 troops of trained bees (as throwing knives)
Trade goods: 1d3 jars of plain honey, 1d3 varieties of flavored honey (1d2 jars each)
Covered in infected-looking stinging sores

49 - Organ grinder
Weapon: Squeezebox (as club)
Trade goods: Monkey, tiny fez hat

50 - Halfling Battle-Haggler
Weapon: Scale (As flail)
Trade goods: Ledger, abacus, sack of wooden coins (worth is debatable)

51 - Giant-slayer
Weapon: handaxe
Trade goods: 2d25 beans (1 in 40 chance of beanstalk growth when thrown)

52 - Street Musician
Weapon: 1d55 razor-tipped cards (as darts) (52 cards+2 jokers+"How to Play Halfling Hold 'Em")
Trade goods: Flowers, scarves, rabbit, 1d4 pigeons

KristianH said...
53 - Body Snatcher
Weapon: Dagger
Trade Goods: Humanoid Body (deceased)

You collect the deceased to sell them to Wizards, Warlocks and Chaos Cultists.

54 - Rat Catcher
Weapon: Ratters Staff (as Staff)
Trade Goods: Small but vicious dog

55 - Elven Dance Instructor
Weapon: Dagger
Trade Goods: Dancing Shoes and Cool Moves that make the Ladies go Whooo...

Cowboy Micah said...
56 - Occupation: Whaler
Trained Weapon: Harpoon (as Javelin)
Trade Goods: ivory dice, scrimshawed walrus tusk

Typical whalers are predisposed to drinking,cursing,whoring,and gambling.They also make fine storytellers.

Dak Ultimak said...
57 - Occupation: Dog Walker
Trained Weapon: Stick (as club)
Trade Good: 1d3 dogs

58 - Occupation: Bar Back/Wench
Trained Weapon: Dagger
Trade Good: Towel

Jim said...
59 - Tanner
Knife (as dagger)
2 yards of leather

60 - Baker
Rolling Pin (as club)
1 pound flour (wheat, rye, spelt, etc)

runeslinger said...
61 - Occupation: Shrubber
Trained Weapons: Shears, scathing social commentary
Trade Goods: landscaping skill (seasonal), 1d5 seedlings,(seasonal), 2d4 pouches of varied shrub seeds, advice

"Judging by the undergrowth,no one has propitiated an oppressive,class-conscious deity at this forsaken temple at the expense of honest laborers for at least 50 years..."

62 - Occupation: Link Boy
Trained Weapon: Wooden Club
Trade Goods; Flask of Oil, 1d4 torches

Unknown said...
63 - Royal Food Taster
Weapon: Fork (as dagger)
Trade Good: Antidote powder

64 - Occupation: Window Tapper
Trained Weapon: Staff
Trade Goods: 10' pole and candle lantern

Description: Paid to wake folks in urban areas by tapping on their windows/shutters (ground and first floors) using a candle lantern suspended from a long pole.

65 - Occupation: Curse Scriber
Trained Weapon: Hammer
Trade Goods: Lead sheets, small hammer, scribing tools

Description: Paid to inscribe curses, which are then nailed to the appropriate place, temple, sacred spot, victim's front door, etc.

HiroTsukasa said...

66 - Occupation: Thimblerigger
Trained Weapon: Knife (as Dagger)
Trade Goods: 3x Thimbles and pea

67 - Ocupation: Mariner
Trained Weapon: Oar (as Club)
Trade Goods: Sea Astrolabe

In the event it comes up, I already own "Ooze Pits of Jonas Gralk" and "Perils of the Sunken City" so if I get selected on those just pass it on to another at random.

Roger the GS said...

68 - Occupation: Royal Poison Taster
Trained Weapons: Throwing knives, throwing plates
Trade Goods: Salt and pepper shakers; other half of the poisoned dry sausage you threw to the dog just before quitting the job for good.

Stuart Lloyd said...
69 - Ocupation: Gossipmonger
Trained weapon: Dagger
Trade goods: Parchment and ink.

Description: Fancy getting under the skin of the town and finding out all of its dirty little secrets? This is the occupation for you. Finding juicy gossip and pinning it up about town is your trade. If anyone wants to know anything more important, however, then it will cost them extra.

70 - Halfling Hippie
Trained weapon : Garden hoe
Trade goods: pipe and pound of pipeweed

Doug Medesha said...
71 - Occupation: Charcuter d'Offal
Trained Weapons: Sharp knives, strong tongs, large grinder.
Trade goods: Bladders, beaks, hooves and eye-balls. Daemonherders-pie and biting-sausage.

An expert in using what the sausage maker won't.

72 - Copier Repairman
Trained Weapon: Screwdriver
Trade goods: Toolkit

Description: You were fixing that cranky IBM Copier II at the bank when: "Flash!" followed by "Where the heck am I?"

bananaBill said...
73 - Halfling tobacco farmer.
Weapon: rake 1d4
Tradegoods: pipe, 1d3 bags of pipeweed with 1d12 sp worth left in each.

74 - Occupation: fence
Weapon: dagger (stolen, chances are npcs at startup area will recognize it as their own)
Trade goods: two randomly chosen things from the equipment table. Stolen, of course.

Dra8er said...
75 - Occupation: Messenger
Trained Weapon: dagger
Trade Goods: A good pair of boots
(+1 to Stamina)

Description: Messengers were lesser diplomats of the lord who carried receipts, letters, and commodities. The occupation of a Messenger was often dangerous as if the message delivered was less than favorable the Messenger was often the victim of the incurred anger of the recipient leading to the saying "Don't kill the messenger". Messengers were eventually made exempt from punishment by Law due to the news they delivered.

76 - Occupation: Painter
Trained Weapon: Paint Scraper (treated as -1 dagger)
Trade Goods: Toolbox filled with various shades of pigments and brushes.

Description: Medieval castles were highly colorful and the services of painters were often required. They also painted signs and structures.

- Prince Herb said... 
77 - City Watchman
Weapon: truncheon
Trade Goods: dragon hand-puppet
(Holy crap - it's me! :)

Andrew Byers said...
78 - Occupation: Fop
Trained Weapon: Rapier
Trade Goods: Snuffbox

79 - Flagellant
Weapon: thick knotted rope (treat as club)
Trade Goods: A scrap of fine cloth, purported to belong to a saint

80 - Mushroom farmer
Weapon: trowel (treat as club)
Trade Goods: a pound of excellent mushrooms

81 - Truffle Hunter
Weapon: pig-beating stick (treat as club)
Trade Goods: a trained truffle-hunting pig

Jason1977 said...
82 - Gnome Gigolo
Trained weapon: Sword cane (dagger)
Trade Goods: Look at the nose

Nemo235 said...
83 - Buffoon
Weapon: Jester Stick (club)
Trade Goods: Grease paint, belled hat and shoes

Nemo235 said...
84 - Bowyer
Weapon: Bow
Trade Goods: Wood working knives, arrows

85 - Carter
Weapon: Hammer
Trade Goods: Cart, stone blocks

86 - Dyer
Weapon: Stirring Paddle (Club)
Trade Goods: Cloth, Jars of dye

87 - Occupation: Horse Trainer
Weapon: Whip or Lasso
Trade Goods: Tack set, horse-hair crafts

88 - Occupation: Apprentice Jeweler
Weapon: Hammer (One-handed)
Trade Goods: 1d6 uncut gemstones

Reason for taking up the Adventuring life: Got a little too enthusiastic and turned a nice-sized gem into several smaller ones.
ApisFurioso said...
89 - Elven Mime
trained weapon, Dagger
Trade goods, white face paint, fancy black clothing, beret.

"why dosent he just open the door, its not really there"

90 - halfling tight rope walker
trained weapon, pole, (as staff)
large net and coils of silk rope, fancy silk outfit
"dont laugh, its a long way down for someone that short"

91 - Dwarven rodeo clown
trained weapon, club
trade goods, empty barrel, make-up kit, large felt nose

"and there goes El Torro, again"

92 - philosophy student
trained weapon, quill, as dart
trade goods, 1d7 rolled scrolls on various philosophy's

"i think, therefore i am dragon kibble"

93 - Royal Bed Bouncer
Trained Weapon: Staff
Trade Goods: Luxurious Goose Down Pillow.

Description: Turns down royal bed covers at night and checks for traps including "bouncing" on the bed to make sure there are no explosive devices installed.

Eldric IV said...
94 - Academe
Trained Weapon: Staff (got to hit the sass in the back row)
Trade Goods: Quill and Ink

Doug Medesha said...
95 - Occupation: Dodgy Scribe
Trained Weapon: Pen, ink and scroll
Trade Goods: Liable, slander, stolen magic. Truth and true names.

Not only does this Scribe write outlandish love-letters, but writes blessing and curses on all media - paper, spellbooks, walls, tattoos, armor, minds and hearts. Usually "borrowed."
96 - Occupation: Keeper of the Wolf.
Trained Weapons: Traps, swords, keys, toe nail clippers.
Trade Goods: Fearless companion. Goodwill to those who wish for it. Toe nail clippers.

The tiny "wolf" might "keep" the human. There are also wine, coffee, magic cheese balls. We are also enemies of Ravens, Llamas, Chipmunks, other humans and other dogs. Friend of Quetzalcoat. Trout are strange.

Unknown said...
97 - Occupation: Spice Merchant
Trained Weapons: Mortar and Pestle
Trade Goods: 2d6 jars and assorted spices

tehbagder said...
98 - Occupation: Badger Wrangler
Trained Weapons: Pitchfork (as spear)
Trade goods: 2d6 truffles of different flavors

99 - Occupation: Hitchhiker
Trained Weapon: Towel
Trade Goods: 1 Annotated Travel Guide

100 - Occupation: Toad Wrangler
Trained Weapons: Toad-Goad (as Spear)
Trade Goods: Stretched Toad-hides, Toad-Jerky

101 - Occupation: Apprentice Pickler
Trained Weapons: Ladle (as club)
Trade Goods: 2d4 pounds of pickling brine, jars, lids, maybe some wax

102 - Occupation: Handle-Maker
Trained Weapons: Hand-axe
Trade Goods: Assorted hammer, axe and similar handles in a sack

103 - Occupation: Pure-Finder
Trained Weapons: Shovel
Trade Goods: Too many pounds of dog shit

104 - Occupation: Windmill-repairer
Trained Weapons: Hammer, heavy canvas-needle (as dagger)
Trade Goods: 200' of stout rope, random assortment of canvas patches, 300' tough cordage

105 - Occupation: Hide-Scraper
Trained Weapons: Scraper (as dagger)
Trade Goods: 2d4 full skins of poorly tanned leather or raw-hide

106 - Occupation: Chalk-cutter
Trained Weapons: Dagger
Trade Goods: 1d6 pounds of raw chalk

107 - Occupation: Old-Style Tanner
Trained Weapons: Club
Trade Goods: rancid animal brains, badly tanned leather

108 - Occupation: Bucket-maker
Trained Weapons: Hammer
Trade Goods: 3d4 Buckets

109 - Occupation: Parchment-maker
Trained Weapons: Dagger
Trade Goods: 1-2 goats

110 - Occupation: Torch-wrapper
Trained Weapons: Club, Torch
Trade Goods: Torches

111 - Occupation: Water-Dowser
Trained Weapons: Dowsing rod, shovel
Trade Goods: Almost always knows where to find water

112 - Occupation: Cat-Skinner
Trained Weapons: Dagger
Trade Goods: 1d4 angry cats in a box

113 - Occupation: Sand-Bagger
Trained Weapons: Shovel
Trade Goods: 3d4 empty burlap bags

114 - Occupation: Charcoal-burner
Trained Weapons: Scoop or tongs
Trade Goods: 1d4 pounds of charcoal

115 - Occupation: Ex-Mucker
Trained Weapons: pitchfork, broom and shovel
Trade Goods: Keys to the stable

116 - Occupation: Quill-cutter
Trained Weapons: Dagger
Trade Goods: 2d4 pounds of un-cut feathers

117 - Occupation: Cobbler's Assistant
Trained Weapons: Hammer
Trade Goods: 3d10 hob-nails, assorted pieces fo unfinished shoes

118 - Occupation: Spider-Handler
Trained Weapons: Forked staff
Trade Goods: Spider-poison antidote
James Huff
119 -Occupation: Bartender
Trained Weapon: Club
Trade Goods: Cask of Ale

120 - Occupation: Lice-Picker
Trained Weapons: Large Shears (as dagger)
Trade Goods: Assortment of fine-tooth combs and large jar of Hannister's Secrete Herbyl Grease

Sewicked said...
121 - Occupation: Groom
Trained Weapon: pitchfork
Trade Goods: reins, leather repair kit, shovel, leather oil

122 - Occupation: peat cutter
Trained weapon: shovel
Trade Goods: barrow, peat, (& anything found in the peat)

123 - Occupation: lace maker
Trained weapon: scissors &/or(depends on the type of lace - wood bobbins (throwing knives), knitting needles (as stilletos), tatting shuttles with thread (garrotte)
trade goods: lengths of lace, scissors, thread, beeswax, beads

124 - Occupation: smoker (smokes to properly age pipes)
Trained weapon: breath
Trade goods: pipes, pipeweed, pipe cleaners

Hobbs665 said...
125 - Occupation: Scrimshaw
Trained Weapon: Engraving awl
Trained Goods: Ivory
Sewicked said...

126 - Occupation: Tinker
Trained weapon: Tin snips (dagger)
Trade goods: kitchen implements, repair tools, bag, maybe a donkey

127 - Occupation: Hedger (trims hedge rows)
Trained weapons: hedge clippers (short sword)
Trade goods: clippers, clippings

128 - Occupation: butler (tends to the wines and alcohol beverages)
Trained weapons: bottles (clubs)
Trade goods: wine, mead, corkscrew, other alcoholic potables

129 - Occupation: Hairdresser
Trained weapon: Hair sticks (1d2 dmg; exotic weapon)
Trade goods: 1d4 pairs of hair sticks (roll 1d4 for material); hair gel jar

1. wood
2. bone
3. metal
4. crystal

130 - Occupation: Pie maker.
Weapon: Wooden rolling pin (as club).
Trade goods: 1d4 pies (roll 1d100 on the Pie table below) & metal pie mold.

Motto: "I don't sell to orcs!"

Pie table
1. Aloo pie
2. Apple pie
3. Bacon and egg pie
4. Bakewell tart
5. Banana Cream Pie
6. Banoffee pie
7. Bean pie
8. Bedfordshire clanger
9. Bisteeya
10. Black bun
11. Blackberry pie
12. Blueberry pie
13. Bob Andy pie
14. Bougatsa
15. Boysenberry
16. Bridie
17. Buko pie
18. Bundevara
19. Burek
20. Butter pie
21. Caramel tart
22. Cheese pie
23. Cherry pie
24. Chess pie
25. Chicken and mushroom pie
26. Chinese pie
27. Coconut Cream Pie
28. Cookie Cake Pie
29. Corned beef pie
30. Shepherd's pie
31. Coulibiac
32. Cumberland pie
33. Curry pie
34. Custard tart
35. Derby pie
36. Empanada
37. Fisherman's Pie
38. Flan
39. Flapper pie
40. Fleischkuekle
41. Fried pie
42. Gibanica
43. Homity pie
44. Hornazo
45. Jamaican patty
46. Kalakukko
47. Karelian pasties
48. Khachapuri
49. Knish
50. Key lime pie
51. Killie pie
52. Lemon meringue pie
53. Manchester tart
54. Meat pie
55. Meat and potato pie
56. Melton Mowbray pork pie
57. Mince pie
58. Minui pie
59. Mississippi mud pie
60. Natchitoches meat pie
61. Neapolitan pie
62. Öçpoçmaq
63. Pastilla
64. Peach pie
65. Pecan pie
66. Pirozhki
67. Pizza Pie
68. Pork pie
69. Pukka Pies
70. Pumpkin pie
71. Pyrih
72. Quiche
73. Raspberry pie
74. Razzleberry
75. Red velvet cake pie
76. Rhubarb pie
77. Salteñas
78. Sambusac
79. Scotch pie
80. Sea-pie
81. Sfiha
82. Shepherd's Pie
83. Shoofly pie
84. spinach pie
85. Stargazy pie
86. Steak and kidney pie
87. Steak pie
88. Strawberry pie
89. Strawberry rhubarb pie
90. St. Stephen's Day pie
91. Sugar pie
92. Sweet potato pie
93. Tarta de Santiago
94. Tiropita
95. Torta caprese
96. Tourtière
97. Treacle tart
98. Vlaai
99. Woolton pie
100. Zelnik
Neko--kun said...
131 - Occupation: Dwarven Apothecary
Trained Weapon: Pestle (As Club)
Trade Goods: 1d3 Vials (See table for contents; All contain alcohol.

Vial Contents
1 - Antitoxin
2 - Baby Soothe
3 - Mother's Milk
4 - Cave fish Oil
5 - Dwarven Snake Oil
6 - Extract of Puffball
7 - Olive Oil
8 - Ragnar's Sober Solution
9 - Beard Wax
10 - Slugbutter
11 - Eye Drops
12 - Mouthwash
13 - Belly Grease
14 - Vodka
132 - Occupation: Game Designer
Trained Weapon: 20-sided die
Trade Goods: 2d100 rule books and modules
ApisFurioso said...
133 - Elvish Kite-Maker
Scissors (as dagger)
Kite, string, 100 yards
always looking at the sky"

DCC 0-Level Occupation Contest Recap

I never expected the response to this contest that we had. I've been running giveaways on this blog for years, and nothing comes close to the response the DCC RPG Create a 0-Level Occupation had.

Stats:

94 Comments

133 0-Level Occupations entered

Loads of fun! ;)

I will try an award prizes later today, but it's a hell of a list to go through.

Wow.

BTW, thanks to all of the publishers that donated prizes for the contest. It certainly couldn't have been pulled off without your continued help.

Tuesday, July 31, 2012

Martial Arts For Stars Without Numbers (Free Supplement)

Now that I am diving head first into Stars Without Number, I find myself pleasantly surprised by the number of free, short supplements for the game. Mandate Archive: Martial Arts is the one I just grabbed, and it's 6 pages of gaming goodness are golden. It's not just the different styles of martial arts that are ready to be plugged into your SWN campaign, but even the advice on designing your own MA styles resonates with what I want to do with my GAPs project.

Here's the piece in question:

GMs should feel free to create their own new armed and unarmed
styles to match the particular interests of their players and campaign,
but a few important guidelines should be kept in mind. 
The goal of a style is not to make unarmed or primitive combat
skill better than projectile or energy weapons, but only an equally
reasonable option. For damage comparisons, look at mag rifles and
shear rifles to see what sort of weaponry they’ll be compared against.
If the style does more damage than those weapons in the hands of
equivalent masters, then the style is doing too much damage.
Excellent yet simple advice. Balanced yet different.

Perfect.
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