Saturday, August 3, 2024

Begone, FUNNEL Draft 1


Alekseev
 
Is it fun to run a DCC style funnel in Begone FOE? Let's find out.
 
Every player starts with four randomly generated level 0 characters. They move and act as a group and go on the same initiative count in combat (use the highest SKILL value to place them in initiative order). You can break up the group and send one character to scout ahead, check for traps etc, but the default assumption is a four man blob.

This document assumes you're familiar with basic Begone FOE chargen, including derived statistics and how skills and magic work.

1: RACE AND HIT DIE
Roll a D20 to see if the character is a fantasy creature. Then roll your hit die to see how much HP that character starts with. If you hit 0 you die, there's no horrible wounds system in the Funnel.
  • 1 DWARF: D8 hit die, darkvision, reduced movement speed, disadvantage during pursuit
  • 2 ELF: D8 hit die, green sight in wild places, immune to sleep/paralysis, fragile bones
  • 3 GNOME: D4 hit die, fit in tight spaces, only use tiny equipment, animals like you
  • 4 HALFLING: D6 hit die, fit in small spaces, only use small equipment, extra rest per day
  • 5-19 HUMAN: D8 hit die
  • 20 ORC: D8 hit die, see in dim light, disadvantage in day light, advantage on horrible wounds
2: STARTING STAT BONUS
Roll a single D4. That determines which of the character's four stats is raised to 1. Your other stats start at 0.
  1. BODY
  2. HEART
  3. MIND 
  4. SKILL
3: SPECIAL ABILITIES
The stat that gets raised determines what special ability the character starts with.

BODY
Roll a D10 to see what fighting art you get
  1. Brave Attack: You automatically go first this round (declare at the top of the order)
  2. Crowd Control: If your attack reduces the target to zero HP, you may attack again. If that attack reduces its target to zero HP, you may attack again, and so on
  3. Crushing Blow: You do not roll to hit or deal damage, but automatically reduce the target’s AC by your attack bonus. This lasts until the target spends an action repairing their armor.
  4. Cleave: Attack two adjacent targets. Use the same to-hit and damage roll for both
  5. Decapitate: If a target has 5 HP or less after being hit with this attack, it dies
  6. Defensive Tactics: Add your attack bonus to your AC until your next turn
  7. Power Attack: Double your damage bonus when rolling damage
  8. Rev Up: Double your attack and damage bonuses, but automatically go last
  9. Sure Strike: Double your attack bonus when rolling to hit
  10. Riposte: Until your next turn, anyone who misses you in melee takes damage equal to your damage bonus  
HEART
You get one Soul Die. You can spend it to create any one of the following effects, on yourself or another character. It replenishes on a short rest.
  • Turn Undead 
  • Heal D8 HP
  • Reduce damage from an incoming attack by D8 (even on someone else’s turn)
  • Heal a non crippling injury like a temporarily disabled limb
  • Neutralize temporary negative status effects currently affecting a character
MIND
Roll a D10 to see what spell you start with.
  1. Charm Person
  2. Detect Magic
  3. Floating Disc
  4. Hold Portal
  5. Magic Missile
  6. Protection from Evil
  7. Read Languages
  8. Shield
  9. Sleep
  10. Ventriloquism
SKILL
Roll a D10 to determine your starting skill.
  1. Alchemy
  2. Alertness
  3. Arcana
  4. Climbing
  5. Engineering
  6. First Impressions
  7. Interrogation
  8. Negotiation
  9. Outdoorsman
  10. Sneaking
4: STARTING EQUIPMENT
Every character gets a starting weapon. Roll a D20 for that.
  • 1-5: Improvised Weapon (D4+BODY)
  • 6-8: Small Weapon like a club or dagger (D6+BODY)
  • 9-12: Hand Weapon like a sword, spear, ax or mace (D8+BODY)
  • 13: Two Handed Weapon like a pike, pollax, greatax or greatsword (D10+BODY)
  • 14-15: Sling (D6+BODY)
  • 16-17: Bow (D8+BODY)
  • 18: Crossbow (D10+SKILL, move action to reload)
  • 19: Pistol (D10+SKILL, full round to reload)
  • 20: Musket (D12+SKILL, full round to reload)
Everyone starts with a light source. Roll a D6
  1. 1 Torch
  2. 2 Torches
  3. 3 Torches
  4. 4 Candles
  5. 5 Candles
  6. Lantern
Then roll a D20 for a random item.
  1. Rope, 50'
  2. Pole, 10'
  3. Wooden planks
  4. Crowbar
  5. Pickax
  6. Hacksaw
  7. Shovel
  8. 3 Door Spikes
  9. Sledgehammer
  10. Steel Mirror
  11. Tarpaulin (waterproof)
  12. 3 Rations
  13. Jug of wine, beer, cider or spirits
  14. 3 Flammable Oil Flasks
  15. Holy Water Flask
  16. Shield (+2 AC)
  17. Buckler (+1 AC)
  18. Helmet (reduces horrible wounds to head)
  19. Gambeson (12 AC)
  20. Chain Shirt (14 AC)

Ibid
 
ADVANCEMENT
Characters who survive the adventure advance from Level 0 to Level 1. Pick a surviving character you'd like to play as. That's your character now. They have their max HP raised to the maximum for their hit die. They also get to choose a class, which gives them their second stat increase and starting items for that class. They get to keep money and items recovered from the Funnel, divided among the other surviving Level 1 characters by group consensus. They also must choose an alignment, since that will determine accrued XP going forward.

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