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Tuanna and Djahlbak, the Twins of Inspiration and Devastation

Patron

DCC BFG · p.28

Open source p.28

Invoke Patron

28–29Tuanna’s inspiration manifests with crystal clear insight into how to perform a single action with utter perfection. The next action the caster undertakes automatically results in a critical success, scoring as if they’d rolled the highest result on their action die (a 20 on a d20, a 24 on a d24, etc.). This result can be further modified by ability scores, spellburn, Luck expenditures, etc. and receives all the usual benefits of rolling a critical success on that action.
30–31Fires of destruction emerge from the caster’s eyes and mouth and race towards 1d5+CL targets within 60’. The caster can choose inanimate objects as a target as well as living creatures. Each target suffers 2d6+CL damage and catches fire unless a Fortitude save vs. the spell check result is made. If successful, the target takes half damage and does not catch fire. Burning creatures suffer 2d6 damage each round until the flames are doused, either by immersing themselves in water or taking a round to “stop, drop, and roll” and succeeding on a DC 20 Reflex save.
32+The Twins’ powers combine within the caster, granting them both tremendous inspiration and the ability to inflict harm. This inspiration manifests as a number of d6 equal to 1d6+CL. These dice can be used as “bonus dice” to any roll in any number the caster sees fit. The caster can allot these dice to allies’ actions as well, but the caster determines to which action they apply. For example, if the caster gains 6 bonus dice, they could spend 1 to roll the die along with 1d20 when making a spell check and totaling the results of two dice, spend 2 dice and apply them to the damage rolled when wielding a weapon or spell, or even give all six dice to an ally in need of succeeding on a high DC saving throw, rolling 1d20+6d6 and totaling the results of all dice to determine success. These bonus dice remain until all are spent or 24 hours elapse, whichever comes first. Whenever a die or dice is spent on an action, a flaming hand manifests above the person doing the action. The hand might be slim and feminine or rugged and masculine, depending on the action undertaken.

Dice chain — spell effects (duration, corruption, misfire, …)

Patron Taint

1A tiny orange flame burns deep in the caster’s left pupil, visible only in dim lighting. This is a sign of Tuanna’s inspiration. If this result occurs a second time, a second fire, one which seem to roar and writhe, appears in the caster’s right eye, a sign of Djahlbak’s hot-blooded violence. If this result is rolled a third time, both fires grow in intensity and the caster’s eyes seem afire even in bright light.
2The caster’s dominant hand becomes scarred as if by fire. The scars seem to form the image of a humanoid face, with the left side resembling a woman and the right side looking like a man’s. If this result occurs a second time, the caster’s other hand gains burn scars, but the face splits in two. A female face is visible in the scars of the (1-3) left hand or (4-6) right hand, with the male’s face on the other one. If this result happens a third time, each hand becomes guided by one of the Twins. Actions performed by Tuanna’s hand gain a +1 bonus to actions that create and a -1 penalty to actions that destroy, while the hand of Djahlbak gains a +1 bonus to actions that destroy and a -1 penalty to actions that create. Actions performed with both hands have no bonus or penalty. The judge ultimately decides is an action is creative or destructive, but common sense should prevail.
3The caster’s voice seems to crackle like flames when they speak. If this result occurs a second time, flames dance along their tongue when talking. These flames do not damage the caster and aren’t hot enough to set things alight. If this result is rolled a third time, flames are visible within the caster’s mouth whenever they open it. The caster can set small flammable items by putting them in their mouth and succeeding on a Luck check.
4The caster sometimes hears voices in their head. These voices are either female, urging the caster to create a fabulous legacy to leave behind, or male and whispering that the caster should not suffer slights lightly. If this result is rolled a second time, the voices grow in volume and regularity and sometimes make it difficult to concentrate. Anytime the caster rolls a fumble, they must also make a DC 11 Willpower save. On a failure, the caster is stunned for 1 round trying to quiet the voices in their head. If this result occurs a third time, the caster must make a DC 13 Willpower save of be stunned for 1d3 rounds as the voice scream and argue in their head. 5 The caster feels most creative in the mornings and experiences destructive urges in the evenings. This has no tangible game effect at this level of patron taint. If this result is rolled a second time, the feelings increase, leading to temptations to indulge in both creation and destruction each day. These urges can usually be tamped down without too much effort, but in situations where the caster might be tempted to indulge in them, the judge might deem they need to succeed on a DC 10 Willpower save to avoid doing so. If this result occurs a third time, the caster must create something each day and destroy something each evening. Failure to do so results in a -1 penalty to all actions until they succeed in doing both. 6 A small growth appears on the caster’s side, resembling a mole or overlarge skin tag. If this result is rolled a second time, the growth gets larger, taking on the size of a large potato and exhibiting roughly humanoid facial characteristics. If this result occurs a third time, the growth becomes a full-size human head of the opposite gender (or a random gender if more appropriate). This head possesses its own intellect (Intelligence and Personality equal to the caster’s) and manifests a personality similar to either Tuanna’s or Djahlbak’s depending on the head’s gender. The head assumes the role of “angel or devil on the shoulder,” and tries to coerce the caster into creative or destructive pursuits according to the head’s nature. The head can be silenced with a gag or similar means, but doing so for longer than an hour each day results in 1 point of temporary Stamina damage as the head struggles against the caster’s own body. This struggle is entirely interior and the head can never assume control over the caster’s physical form in any way. They can only coerce, enjoin, argue, whine, demand, or otherwise vocally try to get the caster to do actions the head approves of. If the head is ever destroyed and the caster still lives, the caster suffers 1d3 per CL damage as a result.

Spellburn

2Djahlbak’s aid: If the spell being cast will result in destruction or harm, the caster gains a bonus of +1 point of spellburn above and beyond any they spend in the casting. If the spell is creative or inspirational, the caster must spend an additional point of spellburn to cast the spell and gains no bonus to their spell check in doing so.
3Fire of destruction. If the spell is harmful or destructive, the spellburn modifier is also added to any damage inflicted by the spell.
4Fire of inspiration. The caster can spend an additional point of spellburn to gain a +1d bonus on their next ability or skill check related to creating new things or figuring out new ways to resolve a problem. This bonus lasts until the caster makes the roll or they heal back 1 point of ability score damage. This printing of DCC Day 2022: The Book of Fallen Gods Inc. and is Copyright 2000 Wizards of the Coast, Inc effects, logos, symbols, or graphic designs; and any other is done under version 1.0 of the Open Gaming License, (“Wizards”). All Rights Reserved. trademark or registered trademark clearly identified as and the System Reference Document by permission from 1. Definitions: (a)”Contributors” means the copyright and/ Product identity by the owner of the Product Identity, and Wizards of the Coast, Inc.Designation of Product Identity: The or trademark owners who have contributed Open Game which specifically excludes the Open Game Content; (f) following items are hereby designated as Product Identity in Content; (b)”Derivative Material” means copyrighted “Trademark” means the logos, names, mark, sign, motto, accordance with Section 1(e) of the Open Game License, material including derivative works and translations designs that are used by a Contributor to identify itself or version 1.0: Dungeon Crawl Classics, DCC RPG, Mighty Deed (including into other computer languages), potation, its products or the associated products contributed to the of Arms, spell check, Luck check, spellburn, mercurial magic, modification, correction, addition, extension, upgrade, Open Game License by the Contributor (g) “Use”, “Used” or corruption, disapproval, all spell names, all proper nouns, improvement, compilation, abridgment or other form in “Using” means to use, Distribute, copy, edit, format, modify, capitalized terms, italicized terms, artwork, maps, symbols, which an existing work may be recast, transformed or translate and otherwise create Derivative Material of Open depictions, and illustrations, except such elements that adapted; (c) “Distribute” means to reproduce, license, rent, Game Content. (h) “You” or “Your” means the licensee in already appear in the System Reference Document. lease, sell, broadcast, publicly display, transmit or otherwise terms of this agreement. Designation of Open Content: Subject to the Product Identity distribute; (d)”Open Game Content” means the game 2. The License: This License applies to any Open Game designation above, such sections of creature statistics mechanic and includes the methods, procedures, processes Content that contains a notice indicating that the Open Game as derive from the SRD are designated as Open Gaming and routines to the extent such content does not embody Content may only be Used under and in terms of this License. Content. the Product Identity and is an enhancement over the prior art You must affix such a notice to any Open Game Content that Some of the portions of this book which are delineated OGC and any additional content clearly identified as Open Game you Use. No terms may be added to or subtracted from this originate from the System Reference Document and are Content by the Contributor, and means any work covered by License except as described by the License itself. No other copyright © 1999, 2000 Wizards of the Coast, Inc. The this License, including translations and derivative works under terms or conditions may be applied to any Open Game remainder of these OGC portions of these book are hereby copyright law, but specifically excludes Product Identity. (e) Content distributed using this License. added to Open Game Content and, if so used, should bear “Product Identity” means product and product line names, 3.Offer and Acceptance: By Using the Open Game Content the COPYRIGHT NOTICE “DCC DAY 2022: THE BOOK OF logos and identifying marks including trade dress; artifacts; You indicate Your acceptance of the terms of this License. FALLEN GODS, copyright © 2022 Goodman Games LLC, all creatures characters; stories, storylines, plots, thematic 4. Grant and Consideration: In consideration for agreeing rights reserved, visit www.goodman-games.com or contact elements, dialogue, incidents, language, artwork, symbols, to use this License, the Contributors grant You a perpetual, info@goodman-games.com” designs, depictions, likenesses, formats, poses, concepts, worldwide, royalty-free, non-exclusive license with the exact DCC Day 2022: The Book of Fallen Gods is copyright © themes and graphic, photographic and other visual or audio terms of this License to Use, the Open Game Content.
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Tuanna and Djahlbak are the sundered remnants of a singular Un-God, one whose identity has been lost to the eons. From the shattered divinity of that entity came the Twins of Inspiration— Tuanna—and Devastation—Djahlbak. Within both burns the same cosmic fire, but how they choose to focus that flame upon the multiverse is vastly different.

Tuanna kindles the fires of inspiration within living beings, the urge to create new ideas and art, or to try methods yet untested. Djahlbak’s fire manifests as the flame that burns in the breast of those looking for vengeance and are willing to burn worlds to gain it.

Although they are two distinct entities, the Twins are inseparable when compacts are made with them. To pledge yourself to one is to pledge yourself to both, making the Twins an unpredictable patron. When an artist destroys one of their creations in a pique of anger, it’s a sign of the Twins’ presence. When a warlord devises a new and horrific way of slaying their foes, the Twins have been at work.

When casting invoke patron to call upon the Twins, the caster must take the spell result rolled. The Twins answer as they will and when the caster has the need of one’s influence, sometimes they get the other in reply.