Saturday, 1 December 2018

December Break

I am putting Toronto Crawl Classics on hold for December, to return on January 8th with London Calling.

The Emperor of Granbreton wants to increase his holdings, and the old London Transmat Station is just the thing to move armies with.....

.......once some peasants make sure that it is safe.


Wednesday, 14 November 2018

Idol Days on the Don (Part II)

Idol Days on the Don will pick up where we left off on Tuesday, 20 November 2018.

New players are welcome!

Existing players may continue with their newly-minted 1st level PCs or make additional zero-level PCs to include in their "stable" of potential characters! DCC characters, MCC characters, Umerica characters....roll 'em up and bring 'em on down. Feel free to mix & match.

Where: Sword & Board - 1193 Bloor Street West (Rear)

When: 6:00 pm to 9:00 pm.

No commitment required. Those who show up are in the Band for that night!

Friday, 19 October 2018

Clarification: Alignments and Archaic Alignments

All characters have an alignment, but not all characters have chosen one. No character needs to choose an alignment until after the reach 1st level. If you have not chosen an alignment, you are considered to be Neutral.

Archaic Alignments from MCC also exist in Ruined Toronto. Having an alignment does not preclude belonging to an Archaic Alignment. Belonging to an Archaic Alignmnet does not remove the requirement to choose an alignment.

Thus, Ruined Toronto can have Lawful, Neutral, and Chaotic plantients, and wizards who belong to the Clan of Cognition.

Friday, 12 October 2018

DCC/MCC Clarifications

In Toronto Crawl Classics, MCC character classes use 1d20 as their base for Artifact Checks. DCC classes use 1d16. Classes specifically designed to interface with technology - such as Technologists, Technomancers, Weird Scientists, and, yes, MCC Shamans, use 1d24. AI Recognition rolls are unaffected.

The setting contains both humans and pure strain humans. If you roll up your characters using the MCC rules, pure strain humans are pure strain humans. Pure strain humans are not adept at magic, and take a -2d shift on the dice chain when making spell checks. However, they are immune to mutation and have Darwinian Luck. So there is that.


A note on AI Recognition rolls: Humans have the same +2 bonus as pure-strain humans. Halflings, dwarves, and elves, have the +1 bonus as though they were mutants without physical mutations. Other species have penalties of -1 to -4, or, in some cases, cannot succeed in an AI Recognition roll (as with plantients).

Idol Days on the Don


And so it begins.....The first of three funnels, followed by London Calling and Running the Red Path, to develop player characters.

Each player may bring 4 0-level PCs. PCs reach level 1 at 10 XP. Each funnel will offer its own opportunities, so feel free to play in all of them if you wish! 

Sunday, 22 October 2017

Random Starting Gear

In addition to a random item from the table in the Dungeon Crawl Classics core rulebook, each character gains one roll off the d120 table below. Players may choose to substitute the DCC table with that from Mutant Crawl Classics, the Umerican Survival Guide, etc., if they so desire, for one or all of their characters.

D120
Starting Item
001
Orange traffic cone.
002
Folding pocket knife with 1d7 “blades” still working. Roll 1d12 for each working “blade”: (1) Bottle/Can Opener, (2) Corkscrew, (3) Large Blade, (4) Magnifying Lens, (5) Scissors, (6) Small Blade, (7) Toothpick, (8) Tweezers, (9) Wood Saw, (10) Nail Cleaner, (11) Ruler, or (12) Screwdriver (50% each flat-head or cross-tip).
003
A collection of 1d3 spoons and 1d4-1 forks.
004
Plastic lighter with fuel enough for 1d7 + 1d5 uses.
005
A shield made from an ancient sign. Roll 1d7: (1) Stop, (2) Yield, (3) Speed Limit 30, (4) Speed Limit 50, (5) No Parking At Any Time, (6) Speed Bump, or (7) Quiet Residential Neighbourhood.
006
1d7 Tupperware containers of various sizes.
007
1d20 CDs and 1d20 DVDs. They are probably too damaged to be used, but who knows?
008
1d3 $500 bills, 1d5 $100 bills, 1d14 $20 bills, and 1d30 $5.00 bills in Monopoly money.
009
Roll 1d5: (1) softball, (2) football, (3) basketball, (4) 1d3 tennis balls, or (5) 1d7 golf balls.
010
Yo-yo with 3’ string.
011
Ancient key ring with 2d10 keys; what locks they fit have been lost to time.
012
Clipboard; 1 in 7 are metal. The remainder are made of pressboard.
013
Pencil sharpener.
014
3d14 rubber bands.
015
1 meter long measuring stick (ruler); 1 in 3 are metal, and 2 in 5 wooden meter sticks have a metal edge embedded into them.
016
Fidget spinner.
017
Brass candlestick.
018
Kitchen knife (1d4)
019
Lead pipe, 2’ (1d4)
020
Adjustable plumber’s wrench (1d5)
021
1d30 x 10’ of nylon rope. Roll 1d3 for color: (1) bright orange, (2) neon yellow, (3) lime green.
022
Revolver (1d8). Roll 1d7 to determine condition: (1-2) Total Crap, (3-4) Bad, (5-6) Not Bad, or (7) Normal. On a roll of 3+, you also have 1d6 rounds.
023
“Stop Gap” temporary wooden ramp.
024
Nylon school backpack. Roll 1d12: (1-6) No decoration, (7) Star Wars, (8) Star Trek, (9) children’s show, (10) superhero , (11) Pixar film, or (12) something truly disturbing.
025
Litter box tray.
026
1d30 pounds of unscented cat litter.
027
1d4-1 reusable shopping bags (minimum 1).
028
Net from basketball hoop (hoop not included).
029
Rolled up 4’ x 6’ carpet.
030
1d5 wooden ceiling fan blades.
031
Bath mat.
032
Rocking horse that has seen better days. If rolled more than once, roll 1d5: (1) giraffe, (2) zebra, (3) elephant, (4) hippo, or (5) rhino.
033
Pepper grinder, d% full of black pepper.
034
Manual can opener.
035
Metal barbeque tongs.
036
Coffee cup. Roll 1d14: (1) World’s Greatest Dad, (2) I Y Grandma, (3) Algonquin Moose Facts, (4) Algonquin Bear Facts, (5) Visit the Toronto Zoo, (6) Keep Calm and Drink Coffee, (7) At My Age I Can Use All The Caffeine I Can Get, (8) Cereal Killer, (9) CN Tower Edge Walk, (10) Ripley’s Aquarium, (11) My Other Cup is a Wine Glass, (12) superhero logo, (13) sports team logo, or (14) Tim Hortons.
037
1d3 bottles of sunscreen (long past expiry date).
038
6-inch action figure. Roll 1d16: (1) Darth Vader, (2) Princess Leia, (3) Luke Skywalker, (4) Chewbacca, (5) C3PO, (6) Spiderman, (7) Batman, (8) Superman, (9) 4th Doctor Who, (10) Silent Bob, (11) Micronauts Time Traveller, (12) Mr. Spock, (13) Micronauts Acroyear, (14) Darth Maul,  (15) Green Power Ranger, or (16) Wonder Woman.
039
2d4 Lego mini-figs.
040
5d20 assorted Lego bricks and pieces of various colors.
041
Small bag of 3d30 marbles.
042
Small bag of 2d24 Scrabble letter tiles.
043
Plastic squirt gun.
044
Medium-sized stuffed animal. Roll 1d8: (1-3) bear, (4) owl, (5) seal, (6) flamingo, (7) raccoon, or (8) rabbit.
045
Deck of cards. Roll 1d6: (1) normal playing deck, (2) Tarot deck, (3) Magic: The Gathering cards, (4) Pokémon cards, (5) marked playing deck, or (6) Spellfire cards.
046
Mood ring.
047
TransPlastic ID card.  Roll 1d7 for color: (1) Red, (2) Yellow, (3) Green, (4) Blue, (5) White, (6) Black, or (7) Clear transparent.
048
Extension cord, 1d5+1’ long.
049
Extension cord, 1d30+1’ long.
050
Folding stepladder, 3’.
051
Animal companion. Roll 1d16: (1-3) small dog, (4-5) medium dog, (6) large dog, (7-8) cat, (9) black squirrel, (10) raccoon, (11) mouse, (12) rat, (13) crow, (14) owl, (15) lynx, or (16) moose.
052
Plastic hula hoop.
053
Roll of duct tape, 3d30’ remaining.
054
Can of WD-40, 3d10 uses remaining (no plastic application tube).
055
Skateboard or rollerblades in pretty good condition; 50% chance of each.
056
Hockey helmet.
057
Mountain bike in fair condition. 1 in 7 chance that bike seat is missing.
058
Knitting needles and skein of wool.
059
Wooden game board and pieces. Roll 1d3: (1) checkers, (2) chess, or (3) backgammon.
060
Drinking cup. Roll 1d3: (1) leather, (2) pewter, or (3) horn.
061
Really cool hat. Roll 1d7: (1) leather fedora, (2) Stetson, (3) signed Blue Jays baseball cap, (4) black top hat, (5) raspberry beret, (6) pirate hat, or (7) deerstalker.
062
Ancient money. 2d5-2 loonies and 3d4 quarters.
063
Tire iron (1d4).
064
Manual car jack (requires tire iron or suitable replacement).
065
1d10 large plastic outdoor garbage bags.
066
Livestock! Roll 1d10: (1) chicken, (2) duck, (3) goose, (4) goat, (5) sheep, (6) donkey, (7) mule, (8) cow, (9) pig, or (10) Bactrian camel, reindeer, or yak (equal chance of each).
067
Thermal bag, 1 quart capacity.
068
Unopened soft drink can. Roll 1d7: (1) Coke, (2) Pepsi, (3) Sprite, (4) Dr. Pepper, (5) PC Cola, (6) Mug root beer, or (7) Canada Dry ginger ale.
069
3d6 six-sided dice.
070
3d4-2 TTC tokens.
071
Lamp shade.
072
Wrist watch; still operable, and has Indiglo! The watch time sets itself, but you can set the alarm or use the stopwatch function.
073
Bicycle tire pump.
074
Visitor’s brochure. Roll 1d7: (1) Casa Loma, (2) Toronto Zoo, (3) Royal Ontario Museum, (4) Art Gallery of Ontario, (5) Ripley’s Aquarium, (6) the CN Tower, or (7) Black Creek Pioneer Village.
075
Shopping basket.
076
Shopping cart. Roll 1d10 for condition: (1-3) one wheel missing, (4-6) one wheel locked, (7-9) one wheel wonky, or (10) all wheels work.
077
Metal spatula.
078
Piece of jewellery, a family heirloom worth 3d3 gp. For each natural “3”, roll 1d5 and add the result to the gp value.
079
Cast iron frying pan.
080
1 quart aluminum pot.
081
Aluminum saucepan.
082
Strong magnet.
083
Set of six corkboard drink coasters.
084
Doll.
085
3d4  plastic clothes hangers.
086
Nail clippers with nail file.
087
Hand mirror.
088
2d4-1 bed springs.
089
Paper bag of d100 screws.
090
Towel in very good condition.
091
Clay flower pot, 1d3 x 3 inches diameter.
092
Bow tie and fez.
093
1d6 iron railroad spikes.
094
Sewing kit (2d5 needles and 2d6  small spools of thread).
095
Pool cue stick.
096
Cinder block.
097
2d3 glow sticks.
098
Blanket.
099
Bottle of perfume worth 3d5 gp.
100
Plastic watering can.
101
Small plastic box of 1d50 push pins.
102
Bouquet of fake flowers.
103
Pillow.
104
Bottle of wine. Roll 1d5: (1-2) red, (3-4) white, or (5) Champaign.
105
3d60 poker chips.
106
Set of glow-in-the-dark polyhedral dice. Roll 1d14 to determine how many dice remain, and then roll 1d14 to determine which dice remain/are eliminated: (1) d3, (2) d4, (3) d5, (4) d6, (5) d7, (6) d8, (7) d10, (8) d%, (9) d12, (10) d14, (11) d16, (12) d20, (13) d24, or (14) d30.
107
Toilet plunger.
108
Jar of instant coffee with enough granules to make 1d24 cups.
109
Small bolt cutter.
110
Paddle for canoe.
111
Life jacket (personal floatation device, orange).
112
Wicker basket, 1 bushel capacity.
113
Sleeping bag.
114
1d3 doses of healing salve (1d3 damage, requires 1 minute to administer).
115
Hand-held magnifying glass.
116
Musical instrument. Roll 1d12: (1) cymbals, (2) bongos, (3) kazoo, (4) recorder, (5) ocarina, (6) classical guitar, (7) harmonica, (8) panpipes, (9) violin, (10) tambourine, (11) saxophone, or (12) bugle.
117
Jerry can (gas can), empty.
118
1d3 small propane tanks (camp stove sized). 1 in 10 still have propane inside them, being d% full.
119
Winter footgear. Roll 1d4: (1) ice skates, (2) snowshoes, (3) cross-country skis, or (4) downhill skis.
120
A volume of esoteric lore, which contains enough information to research 1d3 random 1st level spells.