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DCC Lankhmar: Benison Descriptions

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Benisons


Benisons marked with “*” are region-specific, and may only be purchased as a second benison by those from that place of origin or who have the Immigrant Upbringing benison.

Accepted Freelance Thief (4 Luck):* The Thieves’ Guild of Lankhmar has bestowed an informal license to the PC allowing him to operate in the city without fear of retribution. The PC is still expected to give the Guild a 25% cut of any illicitly-acquired wealth or face a revocation of status. So long as the PC keeps his end of the agreement, he is allowed to engage in criminal activity. Female thieves, forbidden by custom to be members of the Guild, may possess this benison.


Agent of a Supernatural Entity (4 Luck): The character begins play as a patron’s agent (see Judge’s Guide to Nehwon p. 29), serving an entity of his choosing. The judge has final say on whether the chosen patron is appropriate and can veto the player’s choice if deemed inappropriate or problematic. The PC begins with a d10 patron die.


Artificer’s Gift (1 Luck):* The PC has acquired one of the curious devices manufactured in the Eastern Lands, an ingenious item perhaps crafted by the great Gorex himself. This item is a small contraption or weapon that integrates springs, clockworks, mirrors, lenses, or other advanced (by Nehwonian standards) technology. Examples of these objects may include a ring with a concealed needle dipped in poison, a dagger with a spring-loaded blade that either retracts for easy concealment or acts as a short-range missile weapon, a telescope, or a collapsible climbing pole. The player and judge should work together to determine an appropriate gift along with its powers and limitations.


Berserker (3 Luck):* The PC can go into a wild frenzy for a number of rounds equal to twice his level each day. These frenzied rounds don’t need to be consecutive, but the PC must make a DC 10 Will save to end his berserker state prematurely. If the saving throw fails, the character continues to frenzy on subsequent rounds until he either makes his Will save or he hits his daily berserker round limit. He may attempt the Will save at the end of each round. During this berserk rage, the PC gains +2 to attack rolls, damage rolls, and saving throws against fear. While in a rage, the PC cannot spend Luck to heal himself.


Direction Wise (1 Luck): The PC always knows in which direction north lies regardless of impediments.


Excellent Outdoorsman (3 Luck): The PC gains a +1d bonus when attempting to hunt, track, construct shelters, or otherwise live for extended periods in the outdoors. When in his native environment, the bonus increases to +2d.


Fearless (2 Luck):* The PC is so inured to facing death that he is no longer affected by mundane fear. He is immune to any fear-inducing effect caused by a natural source. The PC gains a +1d bonus when making saving throws against magical fear-causing effects.


Fire Magician (4 Luck):* This benison is only for wizard PCs and must be re-rolled by other classes. The wizard begins play having studied under the formidable fire magicians of the Eastern Lands. He receives the benefits of the pyromancer specialization of the arcane affinity spell (see DCC RPG pp. 162–164) as if the recipient of spell check 16–19.


Forest Fighter (3 Luck):* The PC learned the arts of combat in dense woodlands and how to use the terrain to his advantage. He gains a +2 bonus to attack rolls and AC when fighting in a forested environment.


Former Gladiator (4 Luck):* The PC was a gladiator in the Mad Duke of Ool Hrusp’s arena, learning special skills in the process. Roll 1d4 to determine what the benefit of this training is: (1) adds +2 to number of hit points regained when spending Luck to heal; (2) +1 to attack rolls with a single weapon type (dagger, handaxe, etc.); (3) gain +1 to AC when wearing leather armor or lesser protection; (4) can shield bash as if a dwarf (see DCC RPG p. 52).


Former Wizard’s Pupil (5 Luck): The PC begins play knowing one randomly-determined 1st-level spell. He rolls a d14 spell check die when attempting this magic. The PC can improve his spell check die with additional magical training as stipulated by the judge. Armor check penalties apply to the spell check as normal and he can spellburn as if a wizard.


Gambler (1 Luck):* The PC spent his formative years in the seedy gambling dens of Lankhmar and is greatly skilled in its various dice games, card games, and stranger games of chance. The PC gains a +2d bonus whenever making a skill check related to gambling. Optional: If the gaming group is playing Lankhmarian Rat-Snake at the RPG table, the player with this benison can re-roll the dice once during each of his turns and take the result he desires.


Gifted (3 Luck):* The PC adds +1 to any ability score of his choice. This bonus cannot bring the ability score above 18.


Glorious Doom (4 Luck):* Long ago, a witch-doctor prophesized the PC will die in a glorious manner. He might even be right! Whenever the PC makes a Luck check to roll over his body, he can roll twice and take the better result. However, should the PC ever die as a result of an event or combat that the judge deems as glorious (after taking down fifty foes, fending off an entire fleet, in single combat with a demon, etc.), he must make two Luck checks, taking the worse result when rolling over the body.


Good Reputation in Certain Circles (2 Luck): The PC is friendly with a specific organization or social class in the city. This allows him to move freely among them, receive invitations to important gatherings, and beg favors from time to time. Roll 1d10 to determine among whom he has standing: (1) city guardsmen; (2) city watchmen and police; (3) a specific merchant’s guild; (4) a specific religion or faith; (5) minor nobles; (6) the Thieves’ Guild; (7) the Slayers’ Brotherhood; (8) city beggars; (9) the Whores’ Guild; (10) dockworkers and harbormasters.


Healer (2 Luck): The PC has been trained in the healing arts, allowing him to tend wounds, draw out poisons, and treat diseases. Anyone he treats while recuperating gains the benefit of his training, herbal lore, deft hands, etc., resulting in increased restored health. The PC’s Intelligence modifier or class level (whichever is greater) is added to the number of hit points the treated individual gains when recuperating. Also, if attending to a poisoned creature immediately after they have been poisoned (within three rounds), another saving throw may be made to reduce or negate the effects of the poison. Lastly, creatures suffering from a disease recover faster with the PC’s assistance. Any patient afflicted by a non-magical disease can make a new saving throw each day they are treated by the healer. On a successful save, the disease goes into remission and the creature is restored to full health in 1d3 days.


Immigrant Upbringing (2 Luck): Although raised in the city, the PC’s family comes from another culture. The PC can choose one free region-specific benison from any other Place of Origin with the judge’s approval.


Kin to Horses (2 Luck):* The PC is a prodigy when it comes to all matters equestrian. He gains a +1d modifier when making skill checks related to riding, caring for horses, and when mending or making tack. The PC also gains +2 to all attack rolls while mounted on horseback.


Knows a Secret (1 Luck): The PC begins play knowing a useful or valuable secret, something he should not know. Roll 1d7 to determine what the secret is: (1) true identity of an important figure; (2) a secret entrance/passage to a protected building; (3) the love nest of a powerful authority figure; (4) the shameful vices of an influential person; (5) the schedule of smuggled goods coming and going through the harbor; (6) the location of a buried treasure; (7) the true name of a supernatural entity. What the PC does with this secret knowledge is left to the player’s judgement.


Magic Scroll (3 Luck): The PC has acquired, either as a gift or by crime, a magical spell inscribed on a scroll. The contents of the scroll and its casting mechanism are determined randomly according to the DCC RPG rulebook, p. 373. Reroll this benison if the PC isn’t a wizard, thief, or a Former Wizard’s Pupil.


Major Ally (3 Luck): The PC has a friend with extremely useful talents. This ally might be a trained warrior, freelance thief, apprentice wizard, member of the city watch, or similar individual. The ally will occasionally agree to accompany a PC on his adventures, acting as a follower for a short time. Major allies are always 1st level in their chosen professions when first acquired, but may advance over time at the judge’s discretion. If a major ally dies while adventuring, this benison is lost for good.


Martial Training (5 Luck): The character is trained in one particular type of weapon, such as longsword, shortbow, dagger, etc. When using this weapon he gains a +1d bonus to his deed die if a warrior. If the PC is not a warrior, he rolls a d3 deed die when wielding that type of weapon and can declare Mighty Deeds of Arms as if a warrior.

Mingol Bow (2 Luck):* The PC begins the game with a composite recurved Mingol bow. This weapon is the size of a shortbow but has the range of a longbow. It grants a +1 bonus to either attack rolls or damage rolls (player’s choice). If ever broken or lost, the PC can acquire another by returning to the Steppes.


Minor Ally (2 Luck): The PC has a friend who possesses a minor, helpful talent and will occasionally aid the PC. Examples include a blacksmith who will shoe the PC’s mount for free, a tailor who repairs or replaces his clothing for free, a guttersnipe willing to run errands, and similar folk. A minor ally never has combat, thief, or magical skills, and won’t put themselves in harm’s way for the PC. Rudeness, ingratitude, and other bad manners on the PC’s part can cause them to lose this ally, either temporarily or permanently.


Mountaineer* (2 Luck): The PC is adept at scaling rocky cliffs, perilous mountains, and snowy peaks. He enjoys a +1d bonus whenever climbing mountains, cliffs, ice walls, or other natural vertical surfaces. If the PC possesses the climb sheer surfaces skill, this benison imparts a +1d bonus to that skill as well.


Noble Birth (2 Luck): The PC hails from an upper class family with noble standing. He is likely a third or fourth child and unlikely to inherit any property or direct title. He benefits from both their wealth and their social standing so long as he brings no open shame to the family. The PC enjoys the benefits of the Well-Heeled benison and gains a +1d bonus to all Personality rolls when dealing with those who know of and recognize his social standing. If the PC ever commits a crime that can’t be hushed up or otherwise brings shame to the family, he gains the doom Major Foe as his family turns against him.


Owns a Horse (2 Luck):* The PC begins play with a sturdy, fearless Mingol mount, loyal unto death. The horse has maximum hit points and the benefits of the Fearless benison. The mount obeys the rider’s command without question, even if doing so places the steed in danger (such as charging into a burning city). If the mount ever perishes, the PC can acquire a replacement by returning to the Steppes.


Owns a Ship (2 Luck): The PC begins play with a small river or ocean-going craft in his possession. This small vessel may either be at the PC’s current location (if the game begins in a place where the ship’s presence is believable) or moored someplace safe nearby.

Pirate Raid Veteran (2 Luck):* The PC has undergone several yearly pirate raids and seen more of Nehwon than average. He is acquainted with the operation of a sailing ship as per the Sea-Crafty benison and speaks an additional language above and beyond his starting tongue. This additional language is unaffected by Intelligence modifier and is freely gained from this benison.


Premonitions (4 Luck): The PC gains an inkling of danger to come. When making Luck checks to avoid surprise, the PC rolls twice, taking the better of the two results. The PC may also experience the occasional omen of future events or prophetic dream at the judge’s discretion.


Roaring Skald (3 Luck):* The PC learned the secrets of the Roaring Skald school, which emphasize battle chants and victory songs. The PC can spend an action performing a thunderous roaring chant that invigorates his allies. He must spend 1 Luck to enact this quasi-supernatural power. The song imparts a +1 bonus to attack rolls for all allies within 30' of the skald. This bonus lasts a number of rounds equal to the PC’s level. Allies who hail from the Cold Waste are stirred by the skald’s songs more than outlanders, and gain +2 to attack rolls for the chant’s duration.


Sea-Crafty (2 Luck): The PC is adept at the sailing, maintenance, and navigation of sea-going vessels. All rolls pertaining to the operation of sailed or oar-powered ships made by the PC gain a +1d bonus. This benison may apply to larger river and lake-going boats at the judge’s discretion.


Senses the Supernatural (3 Luck):* The PC, by virtue of his Mingol blood, often sees obscured supernatural forces as uncanny, allowing him to recognize them as something other than mortal. Whenever the PC encounters a supernatural creature that is attempting to masquerade as human, he can make a Luck check to determine if he senses something wrong with the creature’s guise. On a successful check, the PC realizes not all is what it appears—but does not know the creature’s true identity, only that they are not what they seem.


Singing Skald (3 Luck):* The character was trained in the Singing Skald tradition, which emphasizes performance and healing. The PC gains all the benefits of the Healer benison plus a +1d bonus when making skill checks related to singing, performing, or playing music.


Skilled in the Criminal Arts (5 Luck): The PC chooses three thief skills from the following options: sneak silently, hide in shadows, pick pocket, climb sheer surfaces, pick lock, find trap, disable trap, forge document, disguise self, read languages, and handle poison. A thief PC gains a permanent +1 bonus to the three chosen skills. If the PC is not a thief, he gains these skills with a +1 modifier (further modified by ability score where applicable).


Split Soul Hero (4 Luck): The PC and one other character in the party are two halves of a heroic whole. Due to the ineffable whims of reincarnation, a long-dead hero’s soul was broken in half when he or she reincarnated, with each fragment manifesting in a separate body. The two halves immediately recognize their shared connections (even if they don’t understand it or know why they have one) and likely become either boon companions or instant enemies. A PC with this benison chooses another player character who—assuming he agrees—also gains this benison for free. It does not count against the second PC’s starting number of benisons nor require the player to roll for another doom. This benison allows each Split Soul PC to spend Luck with double the benefit to help the other. Each point of Luck grants a +2 bonus to the assisted PC’s roll. Also, Split Soul Heroes can spend permanent Luck in addition to fleeting Luck to help one another and regain this expended Luck much faster. (See Part Four: Luck in Lankhmar for full details on this process.) This benison can apply to more than one PC. If two or more PCs begin the game rolling or choosing this benison, they can possibly form an entire party of Split Soul Heroes, the reincarnated forms of a great hero whose soul was fragmented multiple times. The death of a Split Soul Hero ends the mortal connection between the two PCs.


Stored Goods (1 Luck): The PC begins play with 1d3×50 gold rilks’ worth of merchandise stored somewhere. These goods might be the result of the PC’s wheelings and dealings, pirated plunder, stolen booty, or ill-gotten goods. The merchandise is cumbersome and not easily moved, but if a buyer is found, the PC can transform it into hard coin. If desperate for cash, the goods can be sold immediately at a loss of 50% of its value.


Storyteller (2 Luck):* The PC learned the tales and legends of his people and can recall the details of them. Not only does this benison allow the character to tell an entertaining tale, but he can consult his mental encyclopedia of stories for details applicable to his current situation. This benison allows the PC to roll a d24 when making a skill check to recall useful information pertaining to his culture or native environment. For example, a PC from the Cold Waste would use a d24 when making a skill check to remember details about furred serpents, representing him consulting his storehouse of Cold Waste tales for one relating to the warm-blooded snakes of the north.


Survivor (3 Luck):* The PC has endured harsh conditions in his youth, toughening him against adversity. He receives a permanent +1 bonus to all Fort saves and begins play with an additional 1d3 hit points. In addition, he can “bleed out” when reduced to zero hit points for one more round than typical for his level. Thus a 3rd-level PC with this benison could be saved if he is healed within 4 rounds.


Tough (3 Luck): The PC easily shakes off injury from wounds and other sources of damage. Whenever this PC spends 1 Luck to regain hit points during combat or spends a period recuperating outside of battle, he rolls his class hit die twice and takes the better result of the two.


Trusted Contact (1 Luck): The PC has an inside source within an influential organization who provides him with information, advice, or advance warning. Roll 1d8 to de termine the contact’s affiliation: (1) city constables; (2) Thieves’ Guild; (3) priesthood; (4) merchant’s guild; (5) street beggars; (6) Slayers’ Brotherhood; (7) Rainbow Pal ace; (8) Lankhmar’s Sorcerers’ Guild.


Two-Weapon Fighter (4 Luck): The PC can wield two weapons in combat as if he were a halfling (see DCC RPG p. 60). However, both weapons need not be the same size. A PC with this benison can fight with two longswords, a sword and dagger, a sword and handaxe, or any other one-handed weapon with the judge’s approval.


Urban Affinity (3 Luck):* The PC is at home in the city and well-versed in its everyday customs and challenges. He knows how to keep an eye out for danger, find his way about, and otherwise avoid becoming a victim to alley-bashers and thieves. The PC enjoys a +1d bonus to all skill and ability rolls relating to his city of birth. Affected rolls include Intelligence checks to know about the city, Personality checks when dealing with others, Agility checks to climb rooftops and shimmy into sewers, and similar tests. Additionally, he can choose one of the following roll types to gain a +1 bonus to in urban settings: attack rolls, saving throws, or spell checks.


Well-Heeled (1 Luck): The PC’s starting funds are increased 100%.




  • Tovilyis Supplement


Canal-dipped: Exposure to the filthy waters of Tovilyis has provided you with impressive resistance against diseases and infection. You always have a +1d bonus when making Fortitude saves against such hazards.


Deathmask Apprenticeship: This is both a benison and a doom, and anyone rolling this result as a benison automatically receives it as a doom as well, foregoing the need to roll randomly for one. You’ve received training at the hands of the Deathmasks, honing you into an efficient killer. If a warrior, your deed die is automatically increased by +1d each level (for example, at 1st level, you have a d4 deed die instead of d3). If you choose a class other than warrior, you can choose one of the following weapons: shortbow, short sword, longsword, dagger, mace, spear, or crossbow. When using that weapon, your critical threat range is increased by 1 (usually making it 19–20) and all critical hits with that weapon are resolved using Crit Table III as if you were a warrior.


The downside of this apprenticeship is that you didn’t complete your training and are not a member of the Deathmasks. The group has little love for outsiders who know their secret arts and wishes you dead. At the start of each adventure, the judge makes a secret Luck check for your character. On a failed check, the Deathmasks make an attempt on your life at some point during the adventure, assuming it doesn’t stretch the bounds of believability. The further away from Tovilyis your character is, the less likely these assassination attempts occur. Outside of Tovilyis, the judge should roll a d24 when making the Luck check. If the PC is in extremely remote parts of Nehwon (Rime Isle or Sarheenmar, for example), the check should be made using a d30. If the character is somewhere so far removed from spying eyes (such as the Shadowland or atop Stardock), the judge can forego the Luck check entirely. However, such a decision is always at the discretion of the judge and the player should never know if their PC is in danger of running into some vengeful Deathmasks during their exploits.


Engineering Knowledge: Growing up in a city that is slowly collapsing around you and is filled with improvised bridges and walkways has taught you to evaluate the structural integrity of constructions and architecture. You add your level to any ability or skill check relating to constructed objects and buildings. This includes spotting secret doors, locating large-scale traps like covered pit traps, and determining whether a building or other object is in danger of failing. At the judge’s discretion, you might enjoy a +1d bonus to attacks and damage rolls when fighting animated objects such as living statues, golems, and the like.


False Identity: Growing up in an occupied city has made you paranoid and you’ve taken pains to establish a secondary identity. You have everything you need to masquerade in this role (clothes, makeup, wigs, papers, seals, etc.). While not perfect, it would take a DC 17 Intelligence check for the average person to realize you’re not what you seem. You can adopt this identity to deal with others, lay low from pursuit, or otherwise pass yourself off as someone else. This benison can be lost if it ever comes to light that you’re pretending to be someone else and this fact becomes well-known.


Roof-Runner: You spent most of your formative years crossing the canal-filled city by leaping from rooftop to rooftop, negotiating rickety walkways and crumbling ledges, and swinging from clotheslines. You gain a +1d bonus on any Agility check or Reflex save pertaining to acrobatics, balance, or leaping.


Spell-Resistant Amulet: You’ve acquired one of the amulets used by the Deathmasks to protect themselves from baleful spells. When worn around the neck, this amulet provides gradually diminishing protection against spells targeting you. The first time a spell is successfully cast at you, modify its spell check result by -20. If this reduction results in the spell not succeeding, the spell fails to affect you—but the caster doesn’t lose it for the day, gain corruption, misfire, or suffer other consequences. The second time a spell targets you, modify a successful spell check by -10, and the third time by -5. Subsequent spells are resolved normally. This protection only works when worn.


Waterwise: You possess a complete mental map of all the canals in Tovilyis. You never get lost in the city so long as you are traveling by water. If being pursued or pursuing someone via the canals, you gain a +1d bonus to all applicable checks. This benison may also grant minor benefits such as always finding a canalet for hire when needed, at the judge’s discretion.



Eight Cities Supplement


Bear-Blooded (3 Luck): Ursine blood flows in the PC’s veins, the product of the pact between their forefathers and the Gods of the Forest. This benison manifests in two ways. First, the PC can cause non-magical forest animals to flee their presence by roaring. Any animal with 1 HD or less must succeed in a Will save (DC 10 + Personality modifier) or run away for 1d6 + PC level rounds. If unable to leave the vicinity, they cower and do not attack. Attacking a cowering creature breaks the fear, and they fight fiercely, making no morale checks, to defend themselves. The PC can roar in this manner 1 time per day.

Secondly, if the PC begins play with a loyal pack bear, this creature follows simple commands, can carry the same weight as a pony, and will fight if commanded. It never makes morale checks. If slain, the pack bear can be replaced, but this requires the PC to either find or buy a replacement bear, possibly by undertaking an expedition to find a wild bear. Taming a wild bear requires a number of days equal to (30 minus Personality score).


Mining Claim (2 Luck): The character owns the claim to a small mine in the Trollstep Mountains. If worked for one month, they can make a Luck check to determine how much wealth the mine produces. On a successful check, the claim produces 1d6×100 gronts’ worth of precious metal. On a failed check, the character gains 1d6×10 gronts of ore. At the end of each month, a DC 10 Luck check must succeed or the ore runs out and the mine becomes worthless. The PC must work the full month to benefit; taking more than a few days away results in no gain for that month.

 
 
 

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