Вы находитесь на странице: 1из 5

DCC RPG Patron: Anamman The Liminal

By: Dillon M. Marlatt


CurseTheAuthor.Blogspot.Com

If Sezrekan is considered the wickedest of wizards ever to plague the Known World, then Anamman
would be the kindest. According to the old stories, Anamman would wander the entire Known World
followed by flocks of small rainbow birds that would eat all the flies and fleas plaguing villages, then die at
their feet, plucked and plump. Many a songs are still sung about how tender and filling were these
Anamman roasts.

A famous story is, late one night, a farmer heard something in his barn and upon investigating, he say
Anamman hunched over a pregnant heffer, calming the mother and delivering the young calf. With the
calf in his arms, Anamman turned to the farmer with a warm smile telling him that his calf would be a
blessing unto the village. Indeed Anamman was right, for in the coming years, that calf, now grown tall
and strong, provided the village with an unending supply of the sweetest milk.

Those who follow the teachings of Anamman are expected to put everyone and everything before
themselves, for the betterment of all existence. Only those with a pure heart will receive Anammans aid.


Invoke Patron check results:

12-13: Anamman notices the struggle of the caster and bestows 1 luck point unto him/her.

14-17: Anamman sends a flock of insect-eating rainbow birds to help the caster in any way birds can.
After 10 rounds, they fall to the ground, plucked and plump.

18-19: Anamman feels the casters kindness, granting either a +5 to the casters next spell check or an
additional action as long as that spell or action is not harmful.

20-23: A warming aura surrounds the caster in a 50 radius. All enemies within the aura are hit with a
Charm Person spell as if it originated from the caster.

24-27: Anamman opens a doorway for the caster and up to 8 allies to a location 5d100 miles away. The
caster cannot chose the location, but it will be a relatively safe place where Anamman feels they are
needed.

28-29: Anamman appreciates the kindness the caster exhibits and grants a total of +10 to the casters
next two spell checks, allocated as the caster sees fit as long as they are declared prior to casting. These
spells cannot be harmful.

30-31: Anamman smiles down on the caster and any damage dealing action occurring within 500
immediately stop doing damage for 2d6+2 rounds.

32+: Anamman invites the caster and surrounding allies into his Cottage in Limbo, his fabled place of
rest. This Cottage in Limbo transports those affected into a warm, cozy, and peaceful cottage high in the
mountains. Here, time stops and all wounds are healed, all worldly ailments cured and all natural hunger
sated. The party may stay as long as they wish and leave through any door to any general place in the
Known World.









Patron Taint: Anamman

When patron taint is indicated for Anamman, roll 1d6 on the table below. When a caster has acquired all
six taints at all levels of effect, there is no need to continue rolling.

1: The caster feels the overwhelming need to give who have done wrong a second chance. If this result is
rolled again, the caster feels the overwhelming urge to also give those who have done wrong to people
he/she knows a second chance. If this result is rolled a third time, the caster feels the overwhelming need
to also give those who wronged him/her a second chance.

2: The eternal kindness of the caster starts to show, aging him visibly 10 years. If this result is rolled a
second time, add an additional 10 years. If this result is rolled a third time, add an additional 10 years plus
the casters eyes turn into the softest, most inviting color of light blue.


3: The caster is overcome with the pacificity of Anamman, reducing his/her Strength by 1. if this result is
rolled a second time, the caster becomes further involved in healing and counseling those in need, his/her
Strength is further reduced by 1. If this result is rolled for a third time, no promise can keep the caster
away from those in need and can only be motivated by those who need help. His/her Strength is further
reduced by 1.

4: The caster develops a healing aura. Wherever the caster goes, natural life around him/her grow a little
faster and a little taller, trees bear slightly larger fruit and animals grow slightly fatter. If this result is rolled
again, the healing aura expands both in area and potency, entire villages notice the effects of the casters
presence not even a week after the caster passed through. If this result is rolled a third time, the aura is
so potent that even malicious natural life becomes slightly calmed after the caster has passed through.

5: Flowing with kindness, the caster feels obligated to donate 5% of his/her earnings to any cause of
kindness he/she comes across. If this result is rolled again, this donation increases to 10%. If this result is
rolled a third time, this donation increases to 15%.

6: There is a 1% chance that when the caster opens a gateway, the other side of the gateway is
hundreds of miles away in a location that also has a gateway in the same plane of existence. This
location may be random or discerned by Anamman as a place the caster needs to be. If this result is
rolled again, that chance increases to 3%. If this result is rolled a third time, that chance increases to 5%.



















Spellburn: Anamman

Anamman is always will to help those who do good, with any task to better the world. When a caster
utilizes spellburn, roll 1d4 on the table below when a request is made.

1: The caster is transported to another plane, where time is significantly slower, to help with a menial task
that could take hours. This task could be to help build a barn, dig for a well, plant a crop etc. as long as
this task is for the betterment of existence. Upon completion of this task, the caster appears back on
his/her native plane. No time seems to have passed and he finds him/herself weakened by whatever
extent he/she sacrificed ability score points for spellburn.

2: If the caster is truly doing is betterment of someone/something, Anamman grants 2 points for every 1
point of attribute spent.

3: The caster is granted the spellburn bonus, but must succeed on a minor quest to better someones life
in the next 1d4 weeks. This someone must not be an individual with which the caster has had contact and
must have an issue that is at least a step above trivial. This issues solution must also be aligned with the
principles of Anamman.

4: Calming peace envelops the caster, warming even his/her soul. The caster is granted a single DC 15
Will save; on a successful save the caster slumps onto the ground, weakened by the spellburn, but in a
noticeably calm mood. On a filed save - in lieu of the spellburn - the caster is receives a +5 bonus to all
spell checks for the next 1d6 rounds, yet for that duration, the caster perceives all to be friend.

Patron Spells: Anamman

Anamman eventually grants those who journey along the Path of Kindness three unique spells, as
follows:
Level 1: Distant Door
Level 2: Extraplanar
Level 3: Tabula Rasa

Distant Door
Level: 1, Range: Varies, Duration: Varies, Casting Time: 1 action, Save: None

General:
The caster summons his/her inner peace to commune with all planes of existence so that when a
gateway is opened, it opens to a completely different place. The caster can specify a destination for
his/her Distant Door spell if he/she has previously crossed the threshold of that gateway.

Manifestation:
Roll 1d3: (1) The gateway opens with a blinding light to reveal its destination; (2) a gush of wind exits the
gateway, carrying glittering particles and fat blue birds; (3) the gateway opens to a soundless, short, and
dark tunnel with another gateway at the other end, which opens to the destination.

1: Lost, failure, and patron taint.

2-11: Lost and failure.

12-13: The caster steps through one gateway and emerges from another gateway up to 100 yards away.

14-17: The caster steps through one gateway and emerges from another gateway up to one mile away.

18-19: The caster steps through one gateway and emerges from another gateway up to 100 miles away.

20-23: The caster and up to 1d4+CL allies step through the gateway and emerge from another gateway
up to 100 miles away.

24-27: The caster and up to 1d8+CL allies step through the gateway and emerge from another gateway
up to 100 miles away.

28-29: The caster and up to 1d12+CL allies step through the gateway and emerge from another gateway
up to 1,000 miles away.

30-31: The caster and up to CLx100 allies step through the gateway and emerge anywhere in the same
plane. This spell remains active long enough for all allies to step through the gateway. Allies can be
mounted on horses or even in boats provided the gateway is adjacent to a waterway.

32+: The caster and any number of allies can step through a gateway and emerge from another gateway
on any plane. This spell remains active long enough for all allies to step through the gateway. Allies can
be mounted on horses or even in boats provided the gateway is adjacent to a waterway.

Extraplanar
Level: 2, Range: Self, Duration: Varies, Casting Time: 1 action, Save: None

General:
The caster summons his/her inner peace to commune with all planes of existence in order to exist in
either two planes at once.

Manifestation:
Roll 1d3: (1) The caster becomes shadowy and his/her voice distant; (2) The caster becomes translucent
and his/her voice hollow; (3) The casters appearance takes the form of the two planes he/she inhabits,
such as appearing half as normal and the other half in clothing from a different time or half as normal half
as fiery and amorphous.

1: Lost, failure, and patron taint.

2-11: Lost and failure.

12-13: Failure, but spell is not lost.

14-15: For the next 1d4+CL rounds, the caster gains +2 to all saving throws and AC. Also, whenever the
caster takes damage, it is reduced by 1d4 but the casters damage is also reduced by 1d4.

16-19: For the next 1d6+CL rounds, the caster gains +4 to all saving throws and AC. Also, whenever the
caster takes damage, it is reduced by 1d6 but the casters damage is also reduced by 1d6.

20-21: For the next 1d8+CL rounds, the caster gains +6 to all saving throws and AC. Also, whenever the
caster takes damage, it is reduced by 1d8 but the casters damage is also reduced by 1d8.

22-25: For the next 1d10+CL rounds, the caster gains +8 to all saving throws and AC. Also, whenever the
caster takes damage, it is reduced by 1d10 but the casters damage is also reduced by 1d10.

26-29: For the next 1d12+CL rounds, the caster gains +10 to all saving throws and AC. Also, whenever
the caster takes damage, it is reduced by 1d12 but the casters damage is also reduced by 1d12.

30-31: For the next 1d14+CL rounds, the caster gains +12 to all saving throws and AC. Also, whenever
the caster takes damage, it is reduced by 1d14 but the casters damage is also reduced by 1d14.


32-33: For the next 1d20+CL rounds, the caster gains +16 to all saving throws and AC. Also, whenever
the caster takes damage, it is reduced by 1d20 but the casters damage is also reduced by 1d20.
Additionally, since the casters anchor is so strong in both planes, he/she is granted one and half as many
Action Dice as he/she would normally have (rounded up).

34+: For the next 1d30+CL rounds, the caster gains +20 to all saving throws and AC. Also, whenever the
caster takes damage, it is reduced by 1d30 but the casters damage is also reduced by 1d30.
Additionally, since the casters anchor is so strong in both planes, he/she is granted twice as many Action
Dice as he/she would normally have.


Tabula Rasa
Level: 3, Range: Self, Duration: -, Casting Time: 1 action, Save: None

General:
The caster summons his/her inner peace to commune with all planes of existence so that he/she may
view and alter the very strings of life that bind everything to him/her. By tieing broken strings and repairing
those that have frayed, the caster can help existence better understand their actions. Note, if this spell is
done with malicious intent, the rolled result is always a 1. Note, if this detail altered is outlandish or
inconceivable to the target, their memory will reject the change and maintain the original detail.

Manifestation:
Roll 1d3: (1) Strings of light appear around each of the casters fingers, dimming the further they are from
the caster; (2) the air around the caster shimmers and the casters form appears to waver as if it is a
reflection atop water; (3) the casters eyes appear void and bottomless as he/she looks upon the entirety
of existence.

1: Lost, failure, and patron taint.

2-11: Lost and failure.

12-15: Failure but the spell is not lost.

16-17: The caster can alter a single detail pertaining to him/herself in the mind of someone who they have
only met once.

18-21: The caster can alter 1d3+1 details pertaining to him/herself in the mind of someone who they have
only met once.

22-23: The caster can alter a single detail pertaining to him/herself in the mind of someone who they have
met at most 5 times.

24-26: The caster can alter 1d3+1 details pertaining to him/herself in the mind of someone who they have
met at most 5 times.

27-31: The caster can alter a single detail pertaining to him/herself in the mind of someone with whom the
caster has constant contact.

32-33: The caster can alter 1d3+1 details pertaining to him/herself in the mind of someone with whom the
caster has constant contact.

34-35: The caster can alter any amount of details pertaining to him/herself in the mind of any individual
with whom they have had contact.

36+: The caster can alter any details pertaining to him/herself in the mind of anyone with which the caster
has had contact.

Вам также может понравиться