Mercurial Magic: above and below the table

For DCC RPG rules discussion. Includes rules questions and ideas, new rules suggestions, homebrews and hacks, conversions to other systems, and everything else rules-related.

Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh

Post Reply
User avatar
Fenris Ulfhamr
Cold-Blooded Diabolist
Posts: 432
Joined: Wed Sep 30, 2015 8:23 pm
FLGS: -
Location: North Carolina
Contact:

Mercurial Magic: above and below the table

Post by Fenris Ulfhamr » Sun Nov 12, 2017 11:47 am

I'm curious what other judges do with mercurial magic results that Luck modifies above 100 or below 0. So, about that...:mrgreen:

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)

User avatar
Raven_Crowking
Cold-Hearted Immortal
Posts: 2964
Joined: Fri Mar 16, 2012 9:41 am

Re: Mercurial Magic: above and below the table

Post by Raven_Crowking » Sun Nov 12, 2017 12:00 pm

I treat it as 100 or 0, but you could easily extend the range to worse, or better, effects.
SoBH pbp:

Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.

User avatar
GnomeBoy
Tyrant Master (Administrator)
Posts: 3737
Joined: Fri Mar 10, 2006 1:46 pm
FLGS: Bizarro World
Location: Left Coast, USA
Contact:

Re: Mercurial Magic: above and below the table

Post by GnomeBoy » Tue Nov 14, 2017 8:19 am

Hasn't come up, but you could 'bounce' back into the chart and make the result stronger.
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

bygrinstow.com

Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
Dejah, Ropemaker, C • AC 10, 2 hp • R0, F1, W-1 • S8 A12 S15 P7 I11 L7

User avatar
Fenris Ulfhamr
Cold-Blooded Diabolist
Posts: 432
Joined: Wed Sep 30, 2015 8:23 pm
FLGS: -
Location: North Carolina
Contact:

Re: Mercurial Magic: above and below the table

Post by Fenris Ulfhamr » Wed Nov 15, 2017 7:57 pm

I dig the bounce idea... Could be a cheap-n-easy way to expand the table

Black Kylessa (c) LV 2 Wizard (orphan)
Str7/8 (-1) Agi17(+2) Sta9(0) Per6(-1) Int15(+1) Luc15(+1) AC13 (padded armor, fumble d8) HP7 Sling+2 (1d4-1) or dagger+/-1 (1d4-1) Spd30 Init+2 R+3 F0 W0 Ragdoll (Mara), Pony, 48cp 602gp Common, Chaos, Halfling, Dwarven
Animal Summoning 64 Wealful/Woeful magic (erupts from the earth),Charm Person 83 Blue Star (black beam), Runic Alphabet, Mortal 43 no change, Spider Climb 53 no change (six extra eyes),Magic Missle 94 Fine Control (meteors),Chill Touch 50 no change (skeletal hands)

Post Reply

Return to “Rules discussion”