Saturday, January 20, 2024

DCC Funnels in Hyperborea 3E

 Editorial Note: Hyperborea is a love letter to Appendix N mainstay Clark Ashton Smith's Hyperborea cycle, which is in turn a love letter to the works of Robert E. Howard and H. P. Lovecraft. In efforts to achieve that classic pulp literature feel, it often cleaves too closely to the source material - in particular the racial politics of those Appendix N authors, which borders on the phrenological. Pict Half-Blood and Esquimaux, in particular, are extraordinarily racist and not merely a "product of their time," if there is such a thing. The Historical Analog Gaming Society believes that while art and artists can be entertaining, influential and enjoyable despite having problematic or offensive content, that problematic and offensive content needs to at least be acknowledged if not discussed. We haven't changed anything in the text for our playthrough, but there are elements that give icks, so content warnings for racism apply.

 The 0-level funnel is unquestionably my favorite part of making characters for DCC, and I've been known over the last few years of gaming to (successfully or not, thematically appropriate or not) shoehorn 0-level funnel mechanisms into every other game I am allowed to run. Hyperborea 3E is no exception, and with the HAGS getting ready for a Hyperborea campaign I was excited to introduce the girls to the flat, hexagonal world adrift in the infinite Black Gulf through a good 'ole fashioned funnel (Harley Stroh's wonderful Beneath the Well of Brass, which narrowly beat out the similarly superb Sailors on a Starless Sea, also by Stroh).

 There is already a (quite good!) d%/d12 table to determine racial ancestry for Hyperborea however nothing much to establish profession. My approach was to determine the percentiles of each racial background so as to assign that many professionals, then fudge the numbers a bit to account for the 0.004% chance of rolling one of the ancillary races. The trained weapons and trade goods (and indeed, the occupations themselves) are either from the DCC Core Rulebook p.22-23, or from Hubris p.10-12.

It should be noted that there are no actual mechanical effects to racial background (thank God) but I am philosophically incapable of not over-complicating things, so here we are.

  1. Common academic; bust of a historical figure (as club), history book
  2. Common bailiff; short sword, book of law
  3. Common caravan guard; short sword, linen (1 yard)
  4. Common ditch digger; shovel (as staff), fine dirt (1 lbs)
  5. Common eunuch; club, fine clothes
  6. Common farmer; pitchfork (as spear), hen
  7. Common gambler; club, dice
  8. Common healer; club, holy water (1 vial)
  9. Common indentured servant; staff, locket
  10. Common jeweler; dagger, gem (20 gp)
  11. Common locksmith; dagger, fine tools
  12. Common mercenary; longsword, studded leather
  13. Common noble; longsword, gold ring (20 gp)
  14. Common orphan; club, rag doll
  15. Common porter; club, broom
  16. Common rope maker; dagger, rope (100')
  17. Common scribe; dart, parchment (10 sheets)
  18. Common trapper; sling, animal hide
  19. Common urchin; club, begging bowl
  20. Common weaver; dagger, fine clothes
  21. Amazon bowyer; short bow, thick string (15')
  22. Amazon executioner; great ax, black hood
  23. Amazon hunter; longbow, hunting dog
  24. Amazon mystic; dagger, oracular bones
  25. Amazon spy; short sword, poison ring
  26. Amazon soldier; spear, studded leather
  27. Atlantean (roll 1d20 as Common)
  28. Atlantean (roll 1d20 as Common)
  29. Esquimaux animal trainer; club, trained dog
  30. Esquimaux butcher; cleaver (as hand ax), side of beef
  31. Esquimaux corpse gatherer; shovel (as club), wheelbarrow
  32. Esquimaux entrails reader; dagger, silver bowl (10 sp)
  33. Esquimaux herder; staff, reindeer
  34. Esquimaux shaman; mace, hallucinogenic mushrooms
  35. Hyperborean (roll 1d20 as Common)
  36. Hyperborean (roll 1d20 as Common)
  37. Ixian alchemist; staff, oil (1 flask)
  38. Ixian cultist; dagger, black leather cloak
  39. Ixian heathen; bone (as club), seditious tome
  40. Ixian physician; dagger, leeches
  41. Ixian snake handler; tongs (as club), adder in a hempen sack
  42. Ixian wizard's apprentice; dagger, black grimoire
  43. Kelt astronomer; dagger, astrolabe
  44. Kelt blacksmith; hammer (as club), steel tongs
  45. Kelt caravan driver; crossbow, drover's whip
  46. Kelt fortune-teller; dagger, tarot deck
  47. Kelt gladiator; warhammer, small shield
  48. Kelt herbalist; club, herbs (1 lbs)
  49. Kelt miller/baker; club, flour (1 lbs)
  50. Kelt outlaw; short sword, leather armor
  51. Kelt wrangler; club, horse with saddle
  52. Kimmerian armorer; hammer (as club), iron sallet
  53. Kimmerian carpenter; hand ax, wooden stool
  54. Kimmerian grave digger; shovel (as staff), wedding ring (10 gp)
  55. Kimmerian ostler; staff, bridle
  56. Kimmerian scout; short bow, pony
  57. Kimmerian wet nurse; club, thick blanket
  58. Kimmeri-Kelt atillator; crossbow, pavaise
  59. Kimmeri-Kelt cutpurse; dagger, stolen purse (1d20 gp)
  60. Kimmeri-Kelt squire; longsword, livery
  61. Kimmeri-Kelt (roll 1d8+1 as Kelt)
  62. Kimmeri-Kelt (roll 1d6 as Kimmerian)
  63. Pict anarchist; shortsword, seditious pamphlets
  64. Pict beekeeper; staff, jar of honey
  65. Pict cheesemaker; cudgel (as staff), hunk of cheese
  66. Pict herald; staff, speaking trumpet
  67. Pict jester; dart, silk clothes
  68. Pict miner; pickax (as club), helmet with candle
  69. Pict performer; dagger, sack with 1 gp 20 sp
  70. Pict woodcutter; hand ax, bundle of wood
  71. Pict Half-Blood artist; dart, paint brush
  72. Pict Half-Blood confidence artist; dagger, quality cloak
  73. Pict Half-Blood gongfarmer; trowel (as dagger), sack of night soil
  74. Pict Half-Blood mendicant; club, cheese dip
  75. Pict Half-Blood monk; staff, candle and incense
  76. Pict Half-Blood smuggler; shortsword, illicit drugs
  77. Pict Half-Blood slave; club, strange-looking rock
  78. Pict Half-Blood slave-taker; crossbow, net
  79. Pict Half-Blood (roll 1d8 as Pict)
  80. Viking barber; dagger, scissors
  81. Viking boatman; oar (as club), nautical compass
  82. Viking brewer; club, cask of mead
  83. Viking cartographer; dagger, map (random area)
  84. Viking merchant; dagger, 4 gp, 14 sp, 27 cp
  85. Viking skald; dagger, lyre
  86. Viking thrall; club, strange-looking rock
  87. Viking thrall-taker; truncheon (as club), rawhide rope (100')
  88. Viking tax collector; longsword, 100 cp
  89. Anglo-Saxon (roll 1d20 as Common)
  90. Carolingian Frank (roll 1d20 as Common)
  91. Esquimaux-Ixian (roll 1d12; 1-6 as Esquimaux, 7-12 as Ixian)
  92. Greek (roll 1d20 as Common)
  93. Lapp (roll 1d6 as Esquimaux)
  94. Lemurian (roll 1d20 as Common)
  95. Moor (roll 1d20 as Common)
  96. Mu (roll 1d20 as Common)
  97. Oon experiment; bizarre metal pole (as spiked staff), strange small beeping metallic box
  98. Roman (roll 1d20 as Common)
  99. Tlingit (roll 1d8 as Pict)
  100. Yakut (roll 1d6 as Esquimaux)
- Concordia

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The HAGS Play: Hyperborea 3E Part Two: A Challenge Goes Awry; The Gang Gets New Recruits

  Editorial Note: Hyperborea is a love letter to Appendix N mainstay Clark Ashton Smith's Hyperborea cycle, which is in turn a love lett...