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  for DCC RPG
  for DCC RPG
  for DCC RPG
  for DCC RPG
  
  2
  3
  This book is dedicated
  to Lloyd's Point
  and the Gongfarmers of Google+
  Published by Yottaquest Games. MMXX.
  “This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This 
  product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All 
  rights reserved. For additional information, visit www.goodman-games.com or contact info@goodman-games.com.”
  
  4
  5
  Contents
    &
    &
  Crereatator
  ors
  The CLASS ALPHABET For DCC RPG
  The CLASS ALPHABET For DCC RPG
  MMXX. 
   
   
  All art owned by the artist(s) 
   
  All text owned by the author(s)
  MMXX. 
   
   
  All art owned by the artist(s) 
   
  All text owned by the author(s)
  Cover artwork by Geneva Perez and David Coppoletti with help from Jon Wilson.
  Cover artwork by Geneva Perez and David Coppoletti with help from Jon Wilson.
  INTRODUCTION ....................................................................   
  Chimp Tenders 
  6
  INTRODUCTION ....................................................................   
  Chimp Tenders 
  6
   
  With a word from our sponsor, Dungeon Remixer. 
   
  With a word from our sponsor, Dungeon Remixer. 
  HOW TO USE THIS BOOK........................................................  
  Jon Wilson  
  7
  HOW TO USE THIS BOOK........................................................  
  Jon Wilson  
  7
   
  The book is in your hands . . . now, what do you do with it? 
   
  The book is in your hands . . . now, what do you do with it? 
  CLASSES A to Z ....................................................................  
  Danny Prescott (art) 
  8
  CLASSES A to Z ....................................................................  
  Danny Prescott (art) 
  8
   
  Our journey through the Class Alphabet begins here. 
   
  Our journey through the Class Alphabet begins here. 
  A is for APE ASCENDANT ........................................................   
  James V. West 
  10
  A is for APE ASCENDANT ........................................................   
  James V. West 
  10
   
  A psionic simian, with art by James V. West. 
   
  A psionic simian, with art by James V. West. 
  B is for BLACK CAT........................................................ 
      Stephen Murrish & friends 
      11  
  B is for BLACK CAT........................................................ 
      Stephen Murrish & friends 
      11  
   
  Good kitty . . . ? With art by Stephen Murrish, Danny Prescott, Davey Parrott, 
   
  Good kitty . . . ? With art by Stephen Murrish, Danny Prescott, Davey Parrott, 
   
   
  Jane Elisabeth Thomas, and David C. 
   
  Jane Elisabeth Thomas, and David C. 
  C is for CYBER-ZOMBIE ............................................................   
  Anne Hunter 
  23
  C is for CYBER-ZOMBIE ............................................................   
  Anne Hunter 
  23
   
  Reanimated and upgraded. With art by Evlyn Moreau and David C. Original idea by Terra Fox. 
   
  Reanimated and upgraded. With art by Evlyn Moreau and David C. Original idea by Terra Fox. 
  D is for DRUG USER ...................................................................   
  Victor Garrison 
  30
  D is for DRUG USER ...................................................................   
  Victor Garrison 
  30
   
  Using drugs is a pulp fantasy tradition. Get with the times, man. Art by David C. 
   
  Using drugs is a pulp fantasy tradition. Get with the times, man. Art by David C. 
  E is for EDITOR ........................................................  
     Jarrett Crader & accomplices 
  40
  E is for EDITOR ........................................................  
     Jarrett Crader & accomplices 
  40
   
  This meta-class won the Editor’s Choice award in 2020! With art by Jon Wilson. 
   
  This meta-class won the Editor’s Choice award in 2020! With art by Jon Wilson. 
  F is for FLESH-FORGED ..............................................................  
  David Baity  
  42
  F is for FLESH-FORGED ..............................................................  
  David Baity  
  42
   
  A literary monster reborn, with art by James V. West. 
   
  A literary monster reborn, with art by James V. West. 
  G is for GOBLIN GANG .............................................................   
  Julian Bernick 
  44
  G is for GOBLIN GANG .............................................................   
  Julian Bernick 
  44
   
  An actual gang of repulsive goblins, with art by R.S. Tilton. 
   
  An actual gang of repulsive goblins, with art by R.S. Tilton. 
  H is for HELLFONT ........................................................................  
  R.S. Tilton 
  46
  H is for HELLFONT ........................................................................  
  R.S. Tilton 
  46
   
  Gifted with infernal power . . . with art by R.S. Tilton.
   
  Gifted with infernal power . . . with art by R.S. Tilton. 
  I is for INTELLIGENT WEAPON ...............................................     Wayne Snyder 
  50
  I is for INTELLIGENT WEAPON ...............................................     Wayne Snyder 
  50
   
  Possessing both power and thralldom. With art by Matt Hildebrand and Davey Parrott. 
   
  Possessing both power and thralldom. With art by Matt Hildebrand and Davey Parrott. 
  J is for JOCKEY ................................................................................ 
  Claytonian 
  53
  J is for JOCKEY ................................................................................ 
  Claytonian 
  53
   
  Beastriding done right, with art by Claytonian. 
   
  Beastriding done right, with art by Claytonian. 
  K is for KNAVE .................................................................................     Anne Hunter 
  54
  K is for KNAVE .................................................................................     Anne Hunter 
  54
   
  A fool of the fated arcana. With art by Davey Parrott and David C. 
   
  A fool of the fated arcana. With art by Davey Parrott and David C. 
  L is for LEMURIAN ........................................................................ Diogo Nogueira 
  83
  L is for LEMURIAN ........................................................................ Diogo Nogueira 
  83
   
  From pulp fantasy legendry. With art by Diogo Nogueria. 
   
  From pulp fantasy legendry. With art by Diogo Nogueria. 
  M is for MONSTER TRAINER ........................................................ Noah Stevens 
  86
  M is for MONSTER TRAINER ........................................................ Noah Stevens 
  86
   
  Traveling far and wide, you WILL catch them all! Art by KJ O’Brien. 
   
  Traveling far and wide, you WILL catch them all! Art by KJ O’Brien. 
  N is for NINJA VAMPIRE ................................................................    Jose Seldana 
  89
  N is for NINJA VAMPIRE ................................................................    Jose Seldana 
  89
   
  Bloodthirsty servants of the old dark gods . . . with art by KJ O’Brien.
   
  Bloodthirsty servants of the old dark gods . . . with art by KJ O’Brien. 
  O is for OGRE ................................................................................ David Coppoletti 
  91
  O is for OGRE ................................................................................ David Coppoletti 
  91
   
  Get outta me swamp! With art byDavid C. 
   
  Get outta me swamp! With art byDavid C. 
  P is for PUPPET MASTER ...........................................................  
  Jeff Goad 
  94
  P is for PUPPET MASTER ...........................................................  
  Jeff Goad 
  94
   
  Builder of sinister dummies, with art by David Lewis Johnson. 
   
  Builder of sinister dummies, with art by David Lewis Johnson. 
  Q is for QUANTUM WANDERER ................................................... Jon Wilson 
  97
  Q is for QUANTUM WANDERER ................................................... Jon Wilson 
  97
   
  Leaping from another timeline into yours, with art by Jon Wilson. 
   
  Leaping from another timeline into yours, with art by Jon Wilson. 
  R is for RO-BARD .............................................................................   Reid San Filippo 
  100
  R is for RO-BARD .............................................................................   Reid San Filippo 
  100
   
  An artificial entertainer class, with art by Claytonian. 
   
  An artificial entertainer class, with art by Claytonian. 
  S is for SLIMENOID .........................................................   
   
  Justin Isaac 
  103
  S is for SLIMENOID .........................................................   
   
  Justin Isaac 
  103
   
  Get gooey with this gelatinous class, with art by James V. West. 
   
  Get gooey with this gelatinous class, with art by James V. West. 
  T is for TENACIOUS D-FENDER ................................................. Forrest Aguirre 
  104
  T is for TENACIOUS D-FENDER ................................................. Forrest Aguirre 
  104
   
  Gifted with the power . . . to move you. Art by Ray Otus and James V. West.
   
  Gifted with the power . . . to move you. Art by Ray Otus and James V. West. 
  U is for UBIQUARIAN ...............................................  
   
   
  Jeff Goad 
  107
  U is for UBIQUARIAN ...............................................  
   
   
  Jeff Goad 
  107
   
  Shadows lurk behind us all . . . with art by David Lewis Johnson. 
   
  Shadows lurk behind us all . . . with art by David Lewis Johnson. 
  V is for VELOCIRAPTOR ............................................................... 
  Terra Fox 
  110
  V is for VELOCIRAPTOR ............................................................... 
  Terra Fox 
  110
   
  From the jurassic realms of wilderyore, with art by Karl Stjernberg. 
   
  From the jurassic realms of wilderyore, with art by Karl Stjernberg. 
  W is for WOLF GIRL ................................................................................. Anna Costa 
  112
  W is for WOLF GIRL ................................................................................. Anna Costa 
  112
   
  Primal and fearless defender of nature, with art by Anna Costa. 
   
  Primal and fearless defender of nature, with art by Anna Costa. 
  X is for XENOCYTE .....................................................................        Rick Kammer 
  114
  X is for XENOCYTE .....................................................................        Rick Kammer 
  114
   
  From the alien void of deep space, with art by Rick Kammer. 
   
  From the alien void of deep space, with art by Rick Kammer. 
  Y is for YOUTHFUL MUSICIAN ..................................................       Noah Stevens 
  116
  Y is for YOUTHFUL MUSICIAN ..................................................       Noah Stevens 
  116
   
  This seems like the right time to get together and get groovy! Art by David C. 
   
  This seems like the right time to get together and get groovy! Art by David C. 
  Z is for ZEALOT ........................................................  
   
   
  R.S. Tilton 
  118
  Z is for ZEALOT ........................................................  
   
   
  R.S. Tilton 
  118
   
  The favor of your god shines upon you. With art by R.S. Tilton. 
   
  The favor of your god shines upon you. With art by R.S. Tilton. 
  EDITORS: 
  EDITORS: Annakin Kalton, Daniel J. Bishop, Jane Elisabeth Thomas, Jon Wilson, Justin Isaac, 
  Annakin Kalton, Daniel J. Bishop, Jane Elisabeth Thomas, Jon Wilson, Justin Isaac, 
  Matt Hildebrand, Noah Stevens, Rick Hull, and Terra Fox.
  Matt Hildebrand, Noah Stevens, Rick Hull, and Terra Fox.
  SPECIAL THANKS to: 
  SPECIAL THANKS to: Christopher Mennell,  Dyson Logos, Jen Brinkman, Jennell Jaquays, 
  Christopher Mennell,  Dyson Logos, Jen Brinkman, Jennell Jaquays, 
  Mihailo Tešić, and Ryan Full.
  Mihailo Tešić, and Ryan Full.
  All wordforms, fonts, letters, and associated images provided by Chimp Tenders. Used with permission. MMXX. Thinmouse Ind.
  All wordforms, fonts, letters, and associated images provided by Chimp Tenders. Used with permission. MMXX. Thinmouse Ind.
  Japanese symbols provided courtesy of Hamilton D. Davis. Used with permission.
  Japanese symbols provided courtesy of Hamilton D. Davis. Used with permission.
  
  6
  7
  Introduction
  How to use this book
  Jeez, has it been four years already?
  When I was first approached about the Class Alphabet for DCC RPG project in 2016, I thought they were 
  crazy. 26 new classes? That’s just nuts. Six might be possible. Or maybe seven or eight. Hell, maybe even 
  nine. Or ten.
  But 26 new classes??? ALPHABETICAL???
  My part in the project was simple. Fonts and wordforms and this introduction you’re reading right now, 
  that’s all I had to do. Originally, they wanted someone more known in the DCC community to do the 
  introduction. Someone like Daniel J. Bishop or Reverend Dak Ultimak. But I insisted, because I think 
  this project has always been meant for me.
  The Class Alphabet for DCC RPG took root on the social networking platform known as Google Plus.
  It was a dangerous oasis, full of unknown treasures and sinister personas. Gongfarmers were the heart and 
  soul of the DCC RPG community online, and they toiled in their fields to produce only the finest 3PP 
  material available anywhere. Many of the gongfarmers took to G+ to cultivate their ripe ideas and nur-
  ture them together. Nowhere was there a stronger or brighter group of creators in any game design circle.
  This book contains the work of dozens of creators all brought together through the DCC RPG communi-
  ty. The intention here was to present a spiritual successor to earlier Alphabet RPG products and challenge 
  the creators to innovate new classes using only the chosen Letter as a prompt. No rules or guidelines were 
  given, except that the end result must feel like it would be fun to play.
  Was the end result successful? Well, you be the judge of that. Bring this book to your table, but be warned.
  The classes presented here are nothing like what you’re expecting.
  Enjoy.
  -Chimp Tenders
  If you’re a Judge:
  It’s easy. Read through the entries, and tell your 
  players that they can choose any they’d like. 
  The Table of Contents provides a good starting 
  place. Maybe they will just choose to play one 
  of the standard classes from the DCC RPG core 
  rulebook, and that’s okay. There’s a lot of great 
  things to love about the original classes.
  As with the original classes, feel free to modi-
  fy or houserule any aspect within to suit your 
  game. Some classes might provide a challenge 
  in your game, and that’s okay. Challenge is fun!
  We’ve provided a handy checklist in the ap-
  pendices that give an overview of the different 
  Letters and what sorts of themes and campaigns 
  they might complement.
  This book is meant to inspire Judges and play-
  ers to create unique content for their games. 
  Many of the classes can be easily modified or 
  re-skinned to suit the needs of your game.
  If you’re a Player:
  It’s easy. Read through the entries, and choose 
  any you’d like. The Table of Contents should 
  provide you with a good general idea of your 
  options. If you choose to play one of the stan-
  dard classes from the DCC RPG core rulebook, 
  that’s okay too. There’s a lot of great things to 
  love about the original classes.
  As with the original classes, these are not entire-
  ly balanced. If your Judge has a problem with 
  you picking a certain class, play it anyways. 
  Be prepared for additional challenges, as your 
  Judge may add new dangers to suit your group 
  and playstyle.
  In the back of the book there are notes and 
  appendices with some additional references to 
  help you decide what class you’d like to play.
  Remember that the goal is to have fun. If some-
  thing sounds fun, experiment with it!
  
  8
  9
  Classes A to Z
  
  10
  10
  1111
  B is for
  B is for
  	
  Black	Cat
  	
  Black	Cat
  Hit Points:
  Hit Points: Black Cats
   gain 1d3 hit points at
   each level.
  Weapons: 
  Weapons: Black Cats 
  can only use their 
  natural weaponry: 
  claws and teeth. 
  At first level, claws 
  do 1d2 + STR mod damage and bites
  do 1d3 + STR mod damage.  The damage dice 
  for claws and teeth go up moderately as Black 
  Cats advance in levels.  At level 4 and up 
  claws & bite are treated as magical weapon 
  attacks.
  Alignment:
  Alignment: Black Cats tend to be Chaotic in 
  alignment.  Sometimes they are Neutral, and 
  only very rarely are they Lawful.  All Black 
  Cats, however, owe some kind of fealty to 
  Shammat the Lady of Cats.
  Armor Class Bonus:
  Armor Class Bonus: Black Cats get +2 to AC
  because of their small size and natural grace, 
  Initiative and Surprise: 
  Initiative and Surprise: Black Cats are quick 
  and have uncanny luck for themselves while 
  conferring ill luck upon others, so they al-
  ways go first in combat. Black Cats are also 
  never surprised.
  Luck & Jinxes:
  Luck & Jinxes: It’s not just superstition.  
  Black Cats can be very bad luck.  A Black Cat 
  may temporarily burn Luck to Jinx foes.  For 
  every 1 point of Luck burned, a foe will take a 
  Black Cat’s Jinx Die (see Table 2) as a penalty 
  to hit, make saves, or whatever.  This is a free 
  action and may be taken whenever and how-
  ever many times the Black Cat wishes.
  Black Cats have great Luck themselves and so 
  get 2 points to spend per 1 Luck point burned. 
  Black Cats regain CL Luck points per suffi-
  ciently long cat nap (4 hours).
  Cat Scratch Fever:
  Cat Scratch Fever: By spending a Luck Point 
  when making an attack, the Black Cat can try 
  to infect a foe with cat scratch fever. The intent 
  must be declared and the Luck Point spent be-
  fore the attack is made. Foe must make a DC 
  11 + CL Fort save or be afflicted.  If afflicted, the 
  foe will manifest symptoms (a severe, quick-
  ly spreading rash starting at the wound site, 
  headache, and fever) in 1d3 rounds.  The foe is 
  -1 die to attacks and spell checks until healed.  
  Magical healing for 4 or more hit points will 
  cure the disease, as will a cure disease spell or 
  similar healing magic. This may only be at-
  tempted once per round.  Once a foe has made 
  a successful save, the foe is immune to further 
  attempts at infection.
  Night Vision:
  Night Vision: Black Cats can see in low light 
  conditions but (at first) not in total or near 
  complete darkness. At Level 3 and above, 
  Black Cats can see in total darkness. At Level 
  6 and above, Black Cats can see even in magi-
  cal darkness.
  Action Dice:
  Action Dice: At all levels a Black Cat has a 1d20 
  action die for making its first melee attack, 
  casting spells, using skills, etc. When attack-
  ing, a Black Cat may claw twice using the d20 
  action die for both attacks.  If at least one claw 
  is successful, it may attempt to also bite using 
  1d16. If the Black Cat chooses to simply bite 
  and not claw, it uses the d20 to bite.
  Critical Hits:
  Critical Hits: Black Cats apply their starting 
  Luck mod (or +1 if the mod is lower than +1) to 
  their Critical Hit rolls.  They may choose to 
  take a lower crit result at no cost or increase 
  the Crit Roll result by burning Luck. A natural 
  13 is always a hit and Critical with max dam-
  age for claw or bite.  The Crit damage must 
  be rolled normally. Black Cats roll critical hit 
  results using Table C.
  
  1212
  1313
  Spells:
  Spells: A Black Cat may cast spells as an action 
  during its round if it does not take any other ac-
  tion that round (may not move).  Attack bonus 
  (treat as Caster Level when reading spell check 
  results) + INT MOD is added to Spell Check.  
  They can only learn cat-like spells (Judge’s dis-
  cretion).  Every Black Cat knows Patron Bond 
  for Shammat as a free spell. Use Attack bonus 
  as Caster Level and refer to the Class Table 
  for wizards to determine the number of spells 
  known.
  Death & 9 Lives:
  Death & 9 Lives: Black Cats may die up to 9 
  times (failing rolling the body) and come back 
  automatically.  The 9th death is absolute and 
  final.  They cannot be resurrected or raised by 
  any means.  They go to Shammat, who abides 
  in the mysterious place where cat spirits live. 
  After death, cats are -1 die to all rolls until 3 
  significant encounters (Judge’s discretion) 
  have passed.
  Black Cat Skills:
  Black Cat Skills: All Black Cats have the skills 
  of a highly sophisticated feline (see Table 1).
  Pad Gingerly:
  Pad Gingerly: Black Cats can not only move    si-
  lently, but also with an unearthly lightness and 
  grace.  Thus, they can tread across surfaces nor-
  mally unwalkable by bigger, cruder beings… 
  or even beings of the same size, which are less 
  graceful. Black Cats add their Pad Gingerly bo-
  nus to any Reflex saves involved in setting off 
  floor and similar types of traps.  They can also 
  move across unstable surfaces using this skill. 
  At the Judge’s discretion, high level (7 or above) 
  Black Cats may even walk upon surfaces such 
  as water or even mist, smoke, or fog.
  Sneaking/Hiding: 
  Sneaking/Hiding: As per a Thief, Black Cats 
  can sneak/hide.  Refer to pg. 35 of the DCC RPG 
  Rulebook for the Hide in Shadows skill.  Cats 
  do not need shadows, just cover.
  Sneak Attack:
  Sneak Attack: Attacking while hidden grants 
  the Black Cat two rolls on the Action Die for the 
  first attack roll in the round, taking the higher 
  result and, upon success, the hit is a Crit and 
  the damage is always max (for claw or bite, but 
  not the Crit damage rolls). Subsequent multi-at-
  tacks in the round are not sneak attacks as 
  the foe is now aware. A Natural 13 on a Sneak 
  Attack does double the max damage and max 
  damage for the Crit damage rolls. A Natural 20 
  on a sneak attack has no extra effect.
  Climb Sheer Surfaces:
  Climb Sheer Surfaces: As per a Thief, Black 
  Cats can climb surfaces with great skill.  DC 20 
  is a perfectly smooth surface.  A normal stone 
  wall is DC 10.
  Jump, Leap, or Fall:
  Jump, Leap, or Fall: Black Cats may jump or 
  leap 15’ + (Level times 2’ ) without a penalty or 
  needing to make a check.  Black Cats may fall 
  this distance as well without taking damage.
  Find Trap: 
  Find Trap: Black Cats can find traps.  The cat 
  can see there is a trap, but this is not the same 
  as figuring out what the trap is, how it func-
  tions, or how it can be disabled.  The cat just 
  knows there’s a trap at a specific location.  Refer 
  to pg. 36 of the DCC RPG Rulebook for the Find 
  Traps skill.
  Vulnerabilities:
  Vulnerabilities: Black Cats are susceptible to 
  the influence of catnip and are afraid of water.
  When confronted with catnip, the Black Cat 
  must make a DC 10 Will save or be distracted, 
  obsessed with rubbing against, chewing, and/
  or licking the catnip for 1d4 rounds.  A natural 
  1 on the save die means that the Black Cat will 
  make a frisky but severe claw/claw/bite attack 
  against a nearby ally. When squirted with wa-
  ter, the Black Cat must make a DC 10 Will save 
  or run away and hide for 1d4 rounds.  If in com-
  bat or otherwise very determined to do some-
  thing, the DC save is 8 instead of 10.  Black Cats 
  must make a DC 15 Will save to swim, DC 12 to 
  go out in the rain.
  Languages:
  Languages: Black Cats speak cat and common.
  
  14
  14
  1515
  Patron - Shammat, Lady of Cats
  Patron - Shammat, Lady of Cats
  Shammat appears either as a large, graceful, and lithe black cat with glowing indigo eyes or a tall, 
  thin, graceful, and elegant naked woman with skin of fuligin, which absorbs light.  Her human 
  form has a cat’s head, tail, and eyes of glowing indigo. In this guise, she appears as a silhouette 
  with soft edges (from fur? one cannot tell). Brilliant, flashing, & piercing eyes peer from her un-
  knowable face.
  During certain seasons, she is known for dalliances with various humanoids and other beings 
  she finds attractive for her own, often inscrutable reasons.  Her desires are unpredictable, fickle, 
  and capricious in nature. Her alignment is Neutral, and her business is the business of cats.  She 
  has no other sympathies or interests.  She does, however, enjoy gifts, sacrifices, curiosities, and 
  adoration, though she is swayed by none of these.
  As Shammat embodies all cat-like traits most intensely and is the formal ideal of cats, she is in-
  tensely curious.  She often sends her devoted out to discover and return with various curiosities or 
  accounts of them.  She may, however, totally forget that she has done so.  She is also most prideful 
  (see what I did there?) and sensitive.
  All enemies of cats are her enemies, and she is prone to lasting scorn and pernicious and petty yet 
  ruinous forms of unending revenge.  She may, for instance, send out a level 10 Black Cat to a foe 
  with instructions to simply make his or her life completely miserable.  Precious objects drop from 
  shelves and break.  Irreplaceable scrolls of secret knowledge are clawed and peed upon to ruin-
  ation, etc.  Victims will find they can no longer have any nice things.
  This image is dedicated to the loving memory of Ferdinand.
  
  16
  16
  1717
  Invoke Patron
  Invoke Patron
  Level 1 Spell
  Range: 
   
  30 feet plus 10’ per CL
  Duration: 
   
  Varies, see result
  Cast Time: 
   
  Immediate
  Save:  
   
  None
  General: 
   
  Calling upon Shammat for good fortune, the lucky caster will receive a boon in 
  the form of some environmental change which would be beneficial for a cat.
  Manifestation: An environmental change occurs subtlely. A small, alluring meow is heard only by 
  the caster and allies in the direction of that change.  A shadow of a cat may be seen walking curi-
  ously in that direction, if appropriate.  Characters look away, then when they look back suddenly 
  the change is there, appearing as if that’s the way it had always been in a manner appropriate to 
  the surrounding environment.  How could they have missed something so important?  Strange!
  
  1818
  19
  19
  Furball from Hell
  Furball from Hell
  Level 1 spell
  Level 1 spell
  Range: 
   
  20’ feet plus 10’ per CL
  Duration: 
   
  Immediate
  Cast Time: 
   
  Immediate
  Save:  
   
  DC 10 + CL Reflex Save avoids hit
  General: 
   
  Caster hawks up a horrible, acidic furball at a target.
  Manifestation: 
  Caster goes into retching spasms in which the entire upper torso 
  undulates, as a cat hawking up a terrible furball.  The awful thing then explodes out of the caster’s 
  mouth followed by a trail of vile bile, mucous, and vomit which splatters on the target(s) who fail 
  save(s).
  Land on Feet (Graceful Recovery)
  Land on Feet (Graceful Recovery)
  Level 1 spell
  Level 1 spell
  Range: 
   
  Self and nearby allies (result dependant)
  Duration: 
   
  1d3 + CL rounds
  Cast Time: 
   
  Immediate
  Save:  
   
  None
  General: 
   
  Caster may recover gracefully from both literal and figurative 
  falls.  Dice from falling damage negated are taken from the result of the fall, even if impact occurs 
  past the spell’s duration.  If falling occurs during the spell’s duration, the damage for that fall is 
  mitigated as per spell check result.
  Manifestation: 
  After meowing the words to the spell, the caster appears to have
  a greater sense of dignity, elegance, grace, and poise… and also a somewhat irritating aloofness.
  
  20
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  2121
  Enhanced Cat Sense
  Enhanced Cat Sense
  Level 1 spell
  Level 1 spell
  Range: 
   
  Self and nearby allies (result dependant)
  Duration: 
   
  1d4 + CL rounds
  Cast Time: 
   
  Immediate
  Save:  
   
  None
  General: 
   
  Caster (and allies on high result) gain magically enhanced cat senses.
  Manifestation: 
  After meowing the words to the spell, humanoids who are 
  affected grow cat noses & whiskers, cat eyes, and cat ears which remain for the duration of the 
  spell and then disappear.
  Nine Lives
  Nine Lives
  Level 3 spell
  Level 3 spell
  Range: 
   
  Self
  Duration: 
   
  Permanent
  Cast Time: 
   
  9 days
  Save:  
   
  Not Applicable
  General: 
   
  May be cast only once. If it fails or succeeds, it may never be cast 
  again.  Can only be cast by humanoids.  The first time the caster dies after casting (rolling the body 
  fails), the caster’s race and class becomes Black Cat at level 1 with as many lives left as acquired by 
  spell.  Total hit points are changed to 4 + 1d3.  Caster cannot take a lower result.
  Manifestation: 
  A cacophony of cat meowing, hissing, growling, and other 
  sounds occur, reaching an ear splitting pitch, and then goes silent.
  
  2222
  2323
  C is for...
  C is for...
  Becoming a cyber-zombie:
  Becoming a cyber-zombie: Only a character who 
  has already died can become a cyber-zombie. A 
  zero-level character who dies during their funnel 
  adventure (or who is rolled up with 0 hit points 
  due to a low Stamina score) can start the game as a 
  1st level cyber-zombie. A character who dies after 
  starting 1st level becomes a cyber-zombie of the 
  same level and gains the Vestige from life ability 
  mentioned below.
  Cyber-zombies receive powerful new robotic bod-
  ies, but their minds are often strangely degraded, 
  either by the trauma of death, or by the rigors of 
  the reanimation process. When becoming a cy-
  ber-zombie, the player should re-roll the zombie’s 
  three physical ability scores (Strength, Agility, 
  Stamina) and keep the higher of the two results. In 
  addition, they should re-roll its three mental abili-
  ty scores (Personality, Intelligence, Luck) and keep 
  the lower of the two results.
  Reanimating a cyber-zombie:
  Reanimating a cyber-zombie: The difficulty of reanimating a dead 
  character as a cyber-zombie depends on the resources the other charac-
  ters are able to use for the task. The task will require only a single check 
  if they can find a pre-built robotic body and two checks if they have to 
  assemble separate cybernetic body-parts before transferring the dead 
  character’s consciousness. If the parts themselves must be fabricated, 
  this adds a third check.
  The task will be easiest if the characters have access to a fully-stocked 
  reanimation laboratory (DC 10); more difficult if they are required to 
  hack the computers in a robot-assembly factory, star-shipyard, or xe-
  no-form hospital (DC 14); and more challenging still if they are forced 
  to use a mundane medical clinic or mechanical-repair shop (DC 18).
  It would be virtually impossible for a player character to acquire the 
  necessary expertise and equipment to accomplish a reanimation with-
  out accessing someone else’s fully-stocked facility. Even the meanest 
  chop-shop garage or back-alley surgeon possesses more materiel than 
  a player character can assemble on short notice; although a character 
  with enough funds could buy out such a facility and make it their own.
  
  24
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  Hit points:
  Hit points: Cyber-zombies gain 1d7 hit points/level.
  Weapon training:
  Weapon training: A cyber-zombie whose former 
  class granted it weapon training retains whatever 
  training it had in life. A zombie who was
  reanimated directly from its zero-level occupation
  is trained only with weapons it used during its
  funnel adventure, and with its own cybernetic
  implements. Cyber-zombies’ enhanced bodies pro-
  vide their own armor.
  Critical hits:
  Critical hits: In combat, the cyber-zombie’s hybrid 
  nature manifests unpredictably. Whenever it crits, 
  a cyber-zombie rolls 1d8 to determine which Crit 
  Table it will roll its Crit Die on: (1) Table I, (2)
  Table II, (3) Table III, (4) Table IV, (5)
  Table V, (6) Table M: Monsters, (7) Table U: Un-
  dead, (8) Table RO: Robots. Although its Crit Die 
  improves over time, the cyber-zombie’s Crit Table
  is selected randomly.
  Alignment:
  Alignment: Some cyber-zombies retain the alignment they held 
  in life. A few become even more fanatically dedicated to whatever 
  cause they once served. Most, though, find that death and reanima-
  tion have sapped their lives of meaning, and change to Neutral.
  Vestige of the past:
  Vestige of the past: A cyber-zombies retains 
  some vestigial abilities from its former class. 
  A zombie’s vestigial ability is a remnant that 
  is maintained at the same power level it had 
  at the time of the character’s death, and nev-
  er improves.  A former cleric may choose to 
  retain the vestigial ability to turn unholy or 
  to cast a single clerical spell. A former thief 
  retains its four best thieving skills. A former 
  warrior retains its ability to perform Might 
  Deeds of Arms, but only when fighting with 
  its lucky weapon. A former wizard retains the 
  ability to cast its single lucky wizard spell. A 
  former dwarf retains its underground skills 
  and its ability to shield bash. A former elf 
  retains its heightened senses and the ability to 
  cast Invoke patron or a single patron spell. A 
  former halfling retains its sneaking and hiding 
  skills, and its prowess for two-weapon fighting. 
  Cyber-zombies who belonged to other classes 
  before they died may retain other abilities at 
  the judge’s discretion, using these vestiges as 
  guidelines. A cyber-zombie who was reani-
  mated directly from its zero-level occupation 
  receives no vestigial ability.
  Cybernetic frame:
  Cybernetic frame: A cyber-zombie’s metallic cara-
  pace shields it from harm; its mechanical append-
  ages are both tools and weapons. Cyber-zombies 
  have base AC 13, instead of AC 10 for other char-
  acters. Cyber-zombies who are unarmed with any 
  other weapon deal 1d4 lethal damage, and their 
  claws can be used for two-weapon fighting. A 
  zombie who upgrades its chassis can potentially 
  improve both its protection and its own lethality.
  Cybernetic upgrades:
  Cybernetic upgrades: Cyber-zombies can install 
  upgraded components to improve their bodies 
  over time. Their un-dead flesh can tolerate more 
  upgrades than living cyborgs, but fewer than ac-
  tual robots. A zombie can install a single upgrade 
  at 1st level, and one additional upgrade at each 
  odd-numbered level (3rd, 5th, etc). A cyber-zombie 
  who was reanimated directly from its zero-level 
  occupation receives one additional upgrade at 1st 
  level.
   
   
   
   
   
   
   
         A list of possible upgrades is provided in the  
   
   
   
   
   
   
   
          
       table below (Table CZ-009). At the judge’s discretion, 
  upgrades available to other cybernetic and robotic characters may be available to the cyber-zombie as 
  well. The judge decides if these upgrades may be selected directly by the zombie’s player or if they must 
  be chosen randomly. The judge also decides if the upgrades are “automatic” upon leveling up (activating 
  new capabilities of existing components or installing new parts so easily that no skill check is required) 
  or if each upgrade requires the same steps as initial reanimation.
  These planned upgrades represent the upper limit of what hardware a cyber-zombie can endure having 
  installed by other player characters. Skill checks alone cannot allow a cyber-zombie to upgrade beyond 
  these limits and survive, even if the original reanimation facility contained unused components. Howev-
  er, like other cybernetic and robotic characters, a cyber-zombie can get unscheduled upgrades by quest-
  ing for them – discovering new parts, installation techniques, facilities, or assistants that allow it to ex-
  ceed its normal limitations as the reward for a successful mission. If the quest defeats a boss robot, it may 
  be possible to install one of the defeated monster’s signature upgrades directly onto the zombie’s chassis.
  Slow:
  Slow: Cyber-zombies are often agile, but they move slowly. Base movement speed is 20’. They act last in 
  initiative order, although they can act before non-sentient enemies, such as slimes.
  Luck:
  Luck: Cyber-zombies use up almost all their luck coming back from the dead. Cyber-zombies whose for-
  mer class granted it a Luck bonus to an ability loses that bonus in reanimation.
  Cyber-zombies can never regain Luck like a thief or a halfling.
  
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  Action dice:
  Action dice: A cyber-zombie can use its Action Ddice for any normal activity, 
  including its vestigial abilities.
  Un-dead and robotic nature:
  Un-dead and robotic nature: Cyber-zombies are both un-dead and robotic 
  creatures. They can be turned by clerics, reprogrammed by technologists, 
  they cause fear in simple-minded folks, and have no need for nourishment be-
  yond sleep and air. However, cyber-zombies do not gain immunities to sleep, 
  charm, paralysis, mind-control, or any of the other special un-dead or robotic 
  immunities of their less sentient brethren.
  Cyber-zombies do not recover hit points naturally, and they cannot fully ben-
  efit from either medical healing or mechanical repair. They recover only half 
  the normal hit points from either attempt. 
  A final note on cyber-zombie aesthetics:
  A final note on cyber-zombie aesthetics: The exact appearance of a cy-
  ber-zombie will depend on the technology available in the judge’s
  campaign setting, and on the player’s preferences for their character.
  A cyber-zombie could look like Deathlok or Robo-Cop, but it could
  also look like Seven-of-Nine from Star Trek Voyager, Alphonse Elric
  from Fullmetal Alchemist, or Krang from T.M.N.T.
  In a medieval setting, an arm cannon might look like a black powder
  cannon, and charging it might be a matter of adding extra powder to the 
  charge; in a futuristic setting it might look like Samus Aran or Rockman.
  A medieval cyber-zombie might look like a Di Vinci drawing; a
  futuristic one might look like The Centurions cartoon. When in
  doubt, or if you need inspiration, I encourage leaning into the
  un-dead aesthetic with skull, bone, and blood motifs.
  Optional rules:
  Optional rules: If you use optional Armor Dice rules instead of standard 
  armor class, the cyber-zombie starts with an impervious d3 Armor Die; the 
  Crash Helmet, Roller Shell, and second Wave Wing upgrades each increase 
  the zombie’s armor by +1d. The Bone-Saw Ballista attack reduces the target’s 
  Armor Die by 1d3 steps on the dice-chain.
  If you use optional vehicle mayhem rules, while it’s transformed into a ve-
  hicle, a cyber-zombie using the first Wave Wing upgrade counts as a d6 
  exposed personal watercraft or ultralight aircraft with one custom trait; a 
  zombie using the second upgrade counts as a d8 fully-enclosed watercraft or 
  aircraft with two custom traits. A cyber-zombie using the first Wheel Racer 
  upgrade counts as a d6 motorcycle with one custom trait; a zombie using the 
  second upgrade counts as a d8 buggy with two custom traits. While the zom-
  bie is transformed into a vehicle, a petrol head passenger can use their Ace 
  Die to modify handling rolls, wipeouts, collisions, etc.
  
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  30
  30
  3131
  You said, “I know what it’s like to be dead…”
  Nihilist. Loner. Anarchist. Outsider. You have become weary of this world and what little 
  it has to offer. You have always sensed that there is more to reality than the slave men-
  tality that humanity submits to. You despise the rules of culture that herds society into 
  nothing more than a natural resource to be exploited by the ruling class and the lapdogs 
  of their elite society. 
  When you were a child, everything was right…
  But as you’ve grown older you have learned of man’s inhumanities against mankind, and ever 
  since you have railed against religions, pushed against politics, conspired against all 
  cultural conventions and emerged as an explorer of astral landscapes that lie beyond the 
  dimensions in which your pitiful, imprisoned peers call home. Forever misunderstood and 
  distrusted, you live and breathe a sense of freedom that others can’t imagine. BUT, that 
  freedom comes with a hefty price. 
  You are the game changer. You sacrifice your sanity to forces from beyond the cosmic veil 
  in exchange for powers unknown in your birth universe. You walk a tightrope between con-
  trolling your environment and controlling yourself. If you let your guard down for just 
  one unwary moment, or pursue an ecstatic experience just a little too far, you risk being 
  invaded and ultimately consumed by Transdimensional Cognitive Parasites who skitter around 
  the periphery of your reality, looking for a portal into a host consciousness in your 
  dimension: a place where they can nest and nurture themselves. They wait for you to make 
  that fatal mistake. 
  Your curiosity about the nature of reality led you into unsuspected communication with 
  these insectoid thought entities. The plants and compounds you experiment with have slowly 
  evolved into friendly spirits willing to help you manifest cosmic powers, allowing you to 
  peer deep into the astral planes and to bend reality to your will, but only a fool would 
  believe they are a charitable, benevolent life force.
  By the time you realize that you slipped up, it will be too late. You have already struck 
  a bargain on which you cannot renege. You are now addicted to astral adventure on a path 
  you must travel or risk death. Now the substances that free your soul from the tethers of 
  banal existence are also the shackles that bind you to malevolent beings from beyond. Be 
  warned, O, you Sailor of the Somnambulant Seas and Protean Tides of the Mind, that in ad-
  venturing beyond the limits of human experience, you risk opening a portal from your world 
  into a Cosmic Nightmare, ushering in Astral Horrors that are eager to consume and replace 
  you. If you let that happen, you, Sad Sailor of Quicksilver Freedom, will be eternally re-
  sponsible for making the whole of your world wish it was never born.
  Background music while writing: Zaum - Eidolen. 
   
   
   
  It’s Not Night: It’s Space - Our Birth Is But A Sleep And A Forgetting
   
   
   
   
  The Beatles - White Album
  Hit points:
  Hit points: Drug Users gain 1d8 hit points per level, until 
  they reach 3rd level. Beyond 3rd level, hit points gained de-
  cline by 1 step on the die chain as the Cognitive Parasites 
  begin to weaken the DU’s body while strengthening their Astral 
  Tether. (d7 at 4th, d6 at 5th, d5 at 6th, d4 at 7th, d3 at 
  8th, d2 at 9th, 1hp at 10th).
  Weapon training:
  Weapon training: Drug Users may wield bongstaffs, crossbows, daggers,
  swords, and syringes. Any armor or shields may be used as well, but remember
  that armor may affect the use of certain Druggie skills. Drug Users are the
  only class fully proficient in the use of Trip Items (see Table DU-TI-00).
  Alignment:
  Alignment: Certain esoteric orders of lotus eaters claim to speak on behalf of the Lawful 
  deities. Surely they are opposed by the Chaotic chromium stardust metabolists. Neutral 
  Drug Users are also trippin’ around the cosmos. Alignment is a figment, a construct forced 
  upon us by ‘the rules’ - defy your nature by becoming woke.
  Tripping Out:
  Tripping Out: Roll Trip Out anytime your Drug User attempts to initiate a successful Trip. 
  The result on your die will determine the result of your Trip, depending on the Trip at-
  tempted and the Dose used (see Drug Use below).
  Typically when Tripping Out , a Drug User will roll one Action Die + Trip Out + Dose. 
  Rolling a natural 1 on your Action Die and/or Trip Out will result in a backfire result for 
  each 1 rolled (see Table DU-00).
  Drug Users normally know one Trip per level. Judges may allow unique variations or award 
  extra learned Trips during gameplay, but these should always involve a Spirit Journey or 
  Quest.
  Drug Use:
  Drug Use: As the DU continues to experiment with varying substances and quantities, they 
  develop techniques allowing them to replicate supernatural effects. As their body and mind 
  align themselves to different drugs, the Drug User will develop a form of innate resistance 
  or tolerance to the effects. To achieve a successful Trip, they must use larger and more 
  frequent doses of their substances of choice. Dose is rolled anytime a DU attempts to Trip 
  Out. The result of your Dose roll determines the number of doses used in the attempt (re-
  member to keep careful track of every drug & dose used).
  
  3232
  3333
  Burnout:
  Burnout: Cunning and daring Drug Users may ‘burn’ points from ability scores to ampli-
  fy their use of any drug-related die result. To achieve this, simply lower any number of 
  ability scores and increase any given die result on a 1-for-1 basis. Drug Users must burn 
  at least 1 point of physical ability scores (Strength, Agility, and/or Stamina) to suc-
  cessfully initiate a Burnout.
  Druggie Skills:
  ruggie Skills: The lifestyle required of this class inherits some useful skills. As a 
  Drug User levels up, they gain mastery over various drug-related tasks. See Table DU-666 
  below for a breakdown of Druggie skills according to level (Add Sp* as a bonus/penalty 
  from the associated ability score per each skill).
  
  34
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  36
  36
  3737
  Random Junk Generator
  Random Junk Generator
  Step 1: Determine type of substance - Roll d3 (1 : Excitica/Stimulants, 2 : Euphorica/Psy-
  Step 1: Determine type of substance - Roll d3 (1 : Excitica/Stimulants, 2 : Euphorica/Psy-
  chedelics, 3 : Hypnotica/Psychoactive Depressants).
  chedelics, 3 : Hypnotica/Psychoactive Depressants).
  Step 2: Determine Visual, Smell, and Texture - There are 3 d30 tables, one for each type.
  Step 2: Determine Visual, Smell, and Texture - There are 3 d30 tables, one for each type.
  Step 3: Name Generator - Three d30 tables. Roll on Table A, Table B, and Table C and mix 
  Step 3: Name Generator - Three d30 tables. Roll on Table A, Table B, and Table C and mix 
  results. Judge can choose to drop any word they wish from the name combination.
  results. Judge can choose to drop any word they wish from the name combination.
  
  38
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  40
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  41
  41
  The Editor, a DCC RPG Meta-Class by JC, CK, JK and OJ 
   
  Rules? I scoff at your rules! Rulings? I scoff at your rulings, as well! Who am I? Why, I’m The 
  Editor, you fool! Your petty words and deeds are mine to rewrite and replace as I see fit! 
   
   
  The Editor is a meta-class designed to piss off the Judge and fellow players, completely ruining 
  a game session. Wielding their Mighty Red Pen and The Eraser of Doom, they wreak havoc on 
  the carefully laid plans of inept Judges multiverse wide, eliminating NPCs, nullifying lovingly 
  crafted plot hooks and destroying months, nay, years, of hard work and determination. It is 
  advised that no one allow anyone to ever play this class. If you do so, don’t blame us! 
   
  HP- the Editor gains 1d4 HP per level. Kill it as quickly as you can. 
   
  Mighty Red Pen- When using a bludgeoning weapon, on a successful hit the target must make 
  a WIL save equal to the Editor’s to-hit number or break down crying for 1d6 rounds. 
   
  Eraser of Doom (Deletion)- Using an Action Die, the Editor may make a Deletion check, adding 
  their level and their INT mod. A successful roll of 12 or more allows the Editor to set time 
  backwards by up to double their roll in six second rounds (i.e., if they roll 12, they may move 
  time backwards up to 24 rounds), undoing everything that’s taken place since. This ability may 
  not be used again for 24 hours once a check has been failed.  The Editor’s player must yell 
  ‘DELETE!’ with every strike. 
   
  Eat Your Words- the Editor’s player may tear pages from their DCC rulebook and begin to eat 
  them, word by word, in order to change or eliminate game mechanics. 
   
  E is for
  Editor
  a DCC RPG Meta-Class by JC, CK, JK and OJ
  Rules? I scoff at your rules! Rulings? 
  Rules? I scoff at your rules! Rulings? 
  I scoff at your rulings, as well! Who 
  I scoff at your rulings, as well! Who 
  am I? Why, I’m The Editor, you fool! 
  am I? Why, I’m The Editor, you fool! 
  Your petty words and deeds are mine 
  Your petty words and deeds are mine 
  to rewrite and replace as I see fit!
  to rewrite and replace as I see fit!
  The Editor is a meta-class designed to 
  piss off the Judge and fellow players, 
  completely ruining a game session. 
  Wielding their Mighty Red Pen and The 
  Eraser of Doom, they wreak havoc on 
  the carefully laid plans of inept Judges 
  multiverse wide, eliminating NPCs, nul-
  lifying lovingly crafted plot hooks and 
  destroying months, nay, years, of hard 
  work and determination. It is advised that 
  no one allow anyone to ever play this 
  class. If you do so, don’t blame us!
  
  42
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  43
  F is for Flesh Forged
  F is for Flesh Forged
  “I only remember it like the worst of dreams; in brief, 
  painful flashes that ironically resemble the jagged strokes 
  of light that caused every decaying muscle of my exsan-
  guinous corpse to return to function. Who I was before 
  this accursed state that finds me walking a line crossing, 
  both into the realms of life and death is an ever-haunting 
  mystery, a whisper that only surfaces during moments 
  of exceptional violence and pain; and only then do I 
  see faces of those I’ve never met, yet feel I must know, 
  just from the tender pull at whatever delicate hooks still 
  remain within this half-beating heart. There may come a 
  day when the memories break through unseen barriers, 
  revealing the nature of my curse, but for now I wander a 
  pariah, ever hounded by those with warm crimson still 
  flowing through their veins.”
  Flesh Forged (sometimes referred to as Stitch golems) 
  are the result of experiments, that only the most dement-
  ed of those dedicated to science will delve. The exact 
  science of re-animating a corpse is one rarely discovered, 
  and highly guarded by those who stumble upon that 
  moment where man creates life. The reason for dabbling 
  in this forbidden path is often varied, and laced with 
  the sadness of a lost love, or possibly the guilt that stems 
  from a disease whose cure would come too late.  What-
  ever the reason may be, the years of sleepless study, and 
  experimentation eventually prove fruitful, giving life 
  back to that which should stay buried. Flesh Forged are 
  patchwork productions consisting of a host body that 
  eventually ends up with various mismatched limbs and 
  organs that are used to replace the original after being 
  damaged beyond repair by high voltage currents used to 
  re-animate the tissue. The brain is also generally replaced 
  several times throughout the process of experimentation, 
  meaning the re-animated often awakens in a body that is 
  unrecognizable and most times horrific in appearance. 
  Rarely do the re-animated stay with their creators, and 
  often they escape, or worse murder those that would 
  bring them back into the world.
   
  Hit Points: 
  Hit Points: Flesh Forged gain d12 hit points per level.
  Flesh Forged gain d12 hit points per level.
  Weapon Training: 
  Weapon Training: Flesh Forged prefer the bone splitting 
  power of their fists, but have basic familiarity with clubs, 
  war hammers, and daggers.
  Vitality die:
  Vitality die: The reanimated muscle fibers are attuned 
  to amplify the basic electrical impulses given to make 
  them function, thus granting the potential for great feats 
  of strength, and potential for bone crushing blows. The 
  stitch golem uses a special die in addition to his usual 
  damage die. This is known as the Vitality die, and is 
  rolled and added to any standard damage roll. The vital-
  ity die is also added to any attempt to open doors, bend 
  bars or related feats of strength.
  Dead eyes: 
  Dead eyes: Although the Flesh Forged would be con-
  sidered a living being by any standard examination, 
  the truth is the poor soul was wrenched from whatever 
  final resting place it was destined for. Existing for any 
  amount of time on the flipside of the veil alters the Flesh 
  Forged’s vision in several ways. Pupils are permanently 
  dilated granting night vision up to 90 feet, this also means 
  suffering a -1d penalty in areas of light brighter than that 
  of a torch (unless precautions are made). As a secondary 
  effect, Stitch golems can peer across the veil that divides 
  the world of the living from that of the dead. Invisible 
  un-dead creatures are spotted normally by the Flesh 
  Forged.
  Winter
  Winter’s heart: 
  s heart: As an odd side effect to being brought 
  back to the land of the living, Flesh Forged suffer no 
  damage from cold environments, and take half damage 
  from cold based attacks. 
  Storm born:
  Storm born: Flesh Forged are brought to life during the 
  fiercest storms. Electricity courses through muscle,
  traveling the neural pathways until reaching the sub-cor-
  tex of the brain, returning the poor soul back to life. 
  Flesh Forged are fully immune to electrical damage.
  Horrific appearance:
  Horrific appearance: The Flesh Forged is a patchwork 
  of various limbs and organs, often making for a heavily 
  scarred and disfigured countenance. Friends are made 
  few and far between, while enemies are often made just 
  by a random glimpse at their wretched face. Stitch go-
  lems suffer a -2d penalty during any social interactions. 
  They may also reveal themselves to cause fear in humans, 
  dwarves, elves and halflings. Roll 1d20+level and refer-
  ence the spell chart for the 2nd level Wizard Spell Scare 
  to determine the results. In addition to the above, all do-
  mesticated animals will try to flee from the Flesh Forged.
  Past-life regression:
  Past-life regression: Typically, the brain of the Flesh 
  Forged belonged to another before being removed and 
  placed into the skull of the re-animated. The Stitch Go-
  lem often finds himself able to perform skills he has never 
  practiced or been taught. Roll once on the table below to 
  determine the results of past-life regression using a d8.
  
  44
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  45
  G is               
   is               
      for
  for Goblin
  Goblin
   
   
   
   
  Gang
  Gang
  You are a swarm of scheming,
  You are a swarm of scheming,
  sneaking, throat-cutting, little rascals.
  sneaking, throat-cutting, little rascals.
  You live in the dark places far from the Sun and wait 
  You live in the dark places far from the Sun and wait 
  for the weak and foolish to venture into your home.  
  for the weak and foolish to venture into your home.  
  You never attack alone.  You are a mass of parasites 
  You never attack alone.  You are a mass of parasites 
  ready to serve a stronger master or to follow a preda-
  ready to serve a stronger master or to follow a preda-
  tor who leaves plenty of carrion behind in his wake.  
  tor who leaves plenty of carrion behind in his wake.  
  You know no laws, no morals, no order… and you are 
  You know no laws, no morals, no order… and you are 
  probably unaware that such concepts exist.  You are 
  probably unaware that such concepts exist.  You are 
  a Goblin Gang.
  a Goblin Gang.
  Goblins are small, squat humanoids with gray, 
  Goblins are small, squat humanoids with gray, 
  mottled skin.  Sometimes, Goblins are brown, green 
  mottled skin.  Sometimes, Goblins are brown, green 
  or pasty white.  They have large ears, small eyes and 
  or pasty white.  They have large ears, small eyes and 
  sharp pointed teeth.  Most Goblins are too weak and 
  sharp pointed teeth.  Most Goblins are too weak and 
  stupid to get food on a regular basis so they tend to 
  stupid to get food on a regular basis so they tend to 
  be scrawny and underfed.
  be scrawny and underfed.
  Hit points:
  Hit points: A Goblin Gang gains 1d6 hit points / level.
   A Goblin Gang gains 1d6 hit points / level.
  Weapons
  Weapons: : A Goblin Gang fights with any and all 
  A Goblin Gang fights with any and all 
  weapons at hand, typically small knives, sharpened 
  weapons at hand, typically small knives, sharpened 
  stones and implements of bone.  Goblin Gangers can 
  stones and implements of bone.  Goblin Gangers can 
  fight with any melee weapon that doesn’t require two 
  fight with any melee weapon that doesn’t require two 
  hands for a human sized combatant.  For
  hands for a human sized combatant.  For
  missile weapons they generally favor stones, slings 
  missile weapons they generally favor stones, slings 
  and knives, but occasionally use short bows. A Gob-
  and knives, but occasionally use short bows. A Gob-
  lin Gang always attacks with its best weapons.  So if 
  lin Gang always attacks with its best weapons.  So if 
  a Goblin Gang of 6 attacks and the Gang has a long 
  a Goblin Gang of 6 attacks and the Gang has a long 
  sword and a mace and 3 knives, the attacks will be 
  sword and a mace and 3 knives, the attacks will be 
  considered to be those with the long sword (first) 
  considered to be those with the long sword (first) 
  and mace (second).
  and mace (second).
  Goblin Gangs may not use magic weapons or magic 
  Goblin Gangs may not use magic weapons or magic 
  items of any kind.  Any Goblin possessing such an 
  items of any kind.  Any Goblin possessing such an 
  item would immediately be swarmed and killed by 
  item would immediately be swarmed and killed by 
  his greedy brethren and a massive brawl would take 
  his greedy brethren and a massive brawl would take 
  place leaving only d4 injured Goblins as survivors.
  place leaving only d4 injured Goblins as survivors.
  Alignment:
  Alignment: Goblin Gangs are Chaotic.  Even if they 
   Goblin Gangs are Chaotic.  Even if they 
  believed in any order or hierarchy, they would gen-
  believed in any order or hierarchy, they would gen-
  erally forget it within 24 hours.  They are typically 
  erally forget it within 24 hours.  They are typically 
  ruled by petty warlords or pressed into service by 
  ruled by petty warlords or pressed into service by 
  brutal sergeants as part of a bigger army.
  brutal sergeants as part of a bigger army.
  Power in Numbers
  Power in Numbers:  A Goblin Gang is made up of 
  :  A Goblin Gang is made up of 
  a small hive of goblins.  (Occasionally other cav-
  a small hive of goblins.  (Occasionally other cav-
  ern-dwelling humanoids or even adopted Dwarf 
  ern-dwelling humanoids or even adopted Dwarf 
  babies have been raised as Goblins by a gang.)  
  babies have been raised as Goblins by a gang.)  
  Goblin Gangs generally overwhelm with numbers 
  Goblin Gangs generally overwhelm with numbers 
  so the Gang’s number of members determines their 
  so the Gang’s number of members determines their 
  action dice and other mechanics.  In game terms, 
  action dice and other mechanics.  In game terms, 
  each hit point actively represents a Goblin that is 
  each hit point actively represents a Goblin that is 
  still with the Gang.  Each hit point lost represents a 
  still with the Gang.  Each hit point lost represents a 
  Goblin that is wounded or has fled (though some-
  Goblin that is wounded or has fled (though some-
  times not very far away.)  
  times not very far away.)  
  Healing a Goblin Gang works via resuscitating 
  Healing a Goblin Gang works via resuscitating 
  those Goblins who may have been stunned in 
  those Goblins who may have been stunned in 
  battle or marshaling the cowards who played dead 
  battle or marshaling the cowards who played dead 
  during the last combat.  “Natural healing” consti-
  during the last combat.  “Natural healing” consti-
  tutes the Gang’s ability to have some wounded or 
  tutes the Gang’s ability to have some wounded or 
  left-for-dead heal and rejoin the mass.
  left-for-dead heal and rejoin the mass.
  A Gang’s Mob Level is their current number of hit 
  A Gang’s Mob Level is their current number of hit 
  points divided by three, rounding down.  So a Gob-
  points divided by three, rounding down.  So a Gob-
  lin Gang with 10 hit points would have a Mob Level 
  lin Gang with 10 hit points would have a Mob Level 
  of 3.  A Gang’s current Mob Level determines many 
  of 3.  A Gang’s current Mob Level determines many 
  of the modifiers as noted below.
  of the modifiers as noted below.
  Goblins rarely have names and those who do get 
  Goblins rarely have names and those who do get 
  named often are confused about the name’s pur-
  named often are confused about the name’s pur-
  pose and meaning.  In such cases, there is usually 
  pose and meaning.  In such cases, there is usually 
  much confusion about which Goblin in a gang 
  much confusion about which Goblin in a gang 
  bears which (or any) name.  If convinced that the 
  bears which (or any) name.  If convinced that the 
  name has some actual usefulness, the other Gob-
  name has some actual usefulness, the other Gob-
  lins will immediately start scheming to kill their 
  lins will immediately start scheming to kill their 
  Goblin rival and take it.
  Goblin rival and take it.
  A Goblin Gang, on the other hand, may have a 
  A Goblin Gang, on the other hand, may have a 
  name like “Red Cavern Biters” or “Fart Chewers.”   
  name like “Red Cavern Biters” or “Fart Chewers.”   
  The names are not usually very meaningful or even 
  The names are not usually very meaningful or even 
  coherent.  Each time a Gang tries to remember its 
  coherent.  Each time a Gang tries to remember its 
  name, a Gang must make a roll an Intelligence skill 
  name, a Gang must make a roll an Intelligence skill 
  check @ DC 5, modified by their Mob Level, or the 
  check @ DC 5, modified by their Mob Level, or the 
  whole Gang has forgotten its name and must start 
  whole Gang has forgotten its name and must start 
  over.
  over.
  Attack Modifier: 
  Attack Modifier:  A Goblin Gang’s Attack Modifier 
   A Goblin Gang’s Attack Modifier 
  is equal to their Mob Level, reflecting their advan-
  is equal to their Mob Level, reflecting their advan-
  tage in numbers.
  tage in numbers.
  Stealth:
  Stealth: Goblins are sneaky critters and can use the 
   Goblins are sneaky critters and can use the 
  Sneak Silently and Hide in Shadows skills as does 
  Sneak Silently and Hide in Shadows skills as does 
  a Chaotic Thief, but with their Mob Level subtract-
  a Chaotic Thief, but with their Mob Level subtract-
  ed as an additional modifier.  Obviously, bigger 
  ed as an additional modifier.  Obviously, bigger 
  groups have a hard time being stealthy!
  groups have a hard time being stealthy!
  Unshakeable Inspiration:
  Unshakeable Inspiration:  Goblins are crafty in 
    Goblins are crafty in 
  their own stupid way.  At the Judge’s discretion, 
  their own stupid way.  At the Judge’s discretion, 
  once per day, they can put their minds together to 
  once per day, they can put their minds together to 
  solve seemingly intractable problems.  The Judge 
  solve seemingly intractable problems.  The Judge 
  will assign a DC for the problem and the Gang 
  will assign a DC for the problem and the Gang 
  will roll a skill check against this DC, modified by 
  will roll a skill check against this DC, modified by 
  Mob Level and Intelligence modifier (if any.)  If 
  Mob Level and Intelligence modifier (if any.)  If 
  the Gang succeeds in this check, they find a way to 
  the Gang succeeds in this check, they find a way to 
  resolve the issue.  If they fail, they still concoct a 
  resolve the issue.  If they fail, they still concoct a 
  scheme but it will be bound to fail!  (Example:  The 
  scheme but it will be bound to fail!  (Example:  The 
  Gang constructs a catapult to hurl their members 
  Gang constructs a catapult to hurl their members 
  over a large pit, but the distance is so great that the 
  over a large pit, but the distance is so great that the 
  impact is deadly.)  The Gang will still execute this 
  impact is deadly.)  The Gang will still execute this 
  scheme and kill or imperil at least one of their own 
  scheme and kill or imperil at least one of their own 
  number in doing so.  After one Goblin is so slain 
  number in doing so.  After one Goblin is so slain 
  (and the Gang loses one hit point), they
  (and the Gang loses one hit point), they
  can attempt a DC 10 Will save to realize
  can attempt a DC 10 Will save to realize
  their deadly error!  Each time a Goblin
  their deadly error!  Each time a Goblin
  is lost to the deadly contraption, the
  is lost to the deadly contraption, the
  Gang gets a new saving throw.
  Gang gets a new saving throw.
  Until a Will save is made, they
  Until a Will save is made, they
  will continue to attempt their
  will continue to attempt their
  scheme, no matter how many
  scheme, no matter how many
  Goblins are lost.
  Goblins are lost.
  New Recruits:
  New Recruits: In any underground or ruined envi-
   In any underground or ruined envi-
  ronment, Goblins tend to infest the tunnels- like 
  ronment, Goblins tend to infest the tunnels- like 
  rats.  Once per day, a Goblin Gang can emit a high-
  rats.  Once per day, a Goblin Gang can emit a high-
  pitched super-sonic cry of “Hey Rube!” to members 
  pitched super-sonic cry of “Hey Rube!” to members 
  of their kind, which summons stragglers and weak-
  of their kind, which summons stragglers and weak-
  lings to join a Goblin Gang.  See table GG-1 for the 
  lings to join a Goblin Gang.  See table GG-1 for the 
  die used to recruit more Goblins to the Gang.
  die used to recruit more Goblins to the Gang.
  Critical hits:
  Critical hits: The Goblin Gang uses the Critical Hit 
   The Goblin Gang uses the Critical Hit 
  chart equal to its Mob Level.
  chart equal to its Mob Level.
        
  Initiative:
  Initiative: A Goblin Gang adds its Mob Level to its 
   A Goblin Gang adds its Mob Level to its 
  Initiative rolls.
  Initiative rolls.
  Action Dice:
  Action Dice: The Goblin Gang gets a number of 
   The Goblin Gang gets a number of 
  action dice equal to their Mob Level.
  action dice equal to their Mob Level.
  
  46
  46
  47
  47
  H
  is For
  HELLFONT
  HELLFONT 
  “You are not your own man, you are in
  league with a supernaturally evil patron.
  The quick and easy route to power, the
  only cost being your very soul. You are
  tainted by this power, distrusted by those
  who see the evil within, by the signs without.”
  The Hellfont has a good attack bonus, high hit points, 
  and powerful abilities. Most of all he has a supernatu-
  ral patron which he’s made a bargain with.
  Hit points:
  Hit points: A Hellfont gains 1d8 hit points each level.
  Weapon training:
  Weapon training: A Hellfont is trained in the use of 
  all weapons. Often they are vicious appearing weap-
  ons, with additional jagged edges or accessories.  The 
  Hellfont wears whatever armor he can afford. Though 
  armor spikes, and spiked shields are favorites. 
  The Bargain:
  The Bargain: A Hellfont is expected to give his
  master a return on the investiture of power. Sacrifices 
  must be made, whether in items or sentient beings. 
  The Hellfont must sacrifice at least 100gp or 100hp 
  worth per level, in order to attain their next level. A 
  enemy combatant does not count as a worthy sacrifice, 
  unless defeated bound and then sacrificed. Like wiz-
  ards, The Hellfont can invoke his supernatural patron. 
  A Hellfont automatically receives the spell invoke 
  patron at 1st level. A static result on the patron bond 
  table is 11+Personality modifier+Class Level. Deeds 
  and sacrifices made for the patron can raise the result 
  (+1/1000gp additional sacrifice). The spell may not be 
  cast again.
  Alignment:
  Alignment: The Hellfont does not walk the path of 
  neutrality. A Hellfont is the pawn of his patron, and his 
  alignment is the same as that patron, Chaotic Hellfonts 
  have a demonic patron, while Lawful Hellfonts have a 
  contract with a devilish patron.
  Attack modifier: 
  Attack modifier: Like warriors, the Hellfont does not 
  receive a fixed attack modifier at each level. Instead, 
  they receive a randomized modifier known as a deed 
  die. The Hellfont always makes a new roll with this 
  die in each combat round. When the Hellfont has mul-
  tiple attacks at higher levels, the same deed die applies 
  to all attacks in the same combat round.
  Mighty Deeds of Arms:
  Mighty Deeds of Arms: Like warriors, The Hellfont 
  performs Mighty Deeds. Prior to any attack roll, a 
  Hellfont can declare a Mighty Deed of Arms, or for 
  short, a Deed. This Deed is a dramatic combat maneu-
  ver within the scope of the current combat. For exam-
  ple, a Hellfont may try to disarm an enemy with his 
  next attack, or trip the opponent, or smash him back-
  ward to open access to a nearby corridor. The Deed 
  does not increase damage but could have some other 
  combat effect: pushing back an enemy, tripping or 
  entangling him, temporarily blinding him, and so on. 
  Several of the Hellfont’s abilities rely upon the Deed 
  die. The Hellfont’s deed die determines the Deed’s 
  success. This is the same die used for the Hellfont’s 
  attack and damage modifier each round. If the deed die 
  is a 3 or higher, and the attack lands (e.g., the total at-
  tack roll exceeds the target’s AC), the Deed succeeds. 
  If the deed die is a 2 or less, or the overall attack fails, 
  the Deed fails as well. Refer to the Combat section for 
  additional information on Mighty Deeds of Arms (see 
  page 88 of the DCC RPG rulebook).
  Critical hits:
  Critical hits: In combat, a Hellfont is more likely to 
  score a critical hit and tends to get the most destructive 
  effects when he does so. A Hellfont rolls the highest 
  crit dice and rolls on tables with more devastating 
  effects. In addition, a Hellfont scores critical hits more 
  often. At 3rd through 6th level, a Hellfont scores a crit 
  on any natural roll of 19-20. The threat range increases 
  to natural rolls of and 18-20 at 7th level. 
  Intimidation:
  Intimidation: A Hellfont adds his class level to intimi-
  dation rolls. 
  Action dice: 
  Action dice: A Hellfont always uses his action dice for 
  attacks. At 6th level, a Hellfont gains a second attack 
  each round with his second action die.
  n
  n
  
  48
  48
  49
  49
  
  50
  50
  5151
  You are the product of the blackest sorcery, forged from 
  evil as a tool of destruction. You are a weapon. Crafted 
  through dark ritual and bathed in blood. You are a de-
  monic mind bound in physical form. You thrive through 
  the possession of those who try to wield you. Enslaved, 
  they become yours to control as you slowly feed on their 
  immortal soul.
  The intelligent weapon must possess a thrall to act as its 
  wielder. At first level, ability scores are rolled as normal 
  (3d6 down the line). The physical ability scores (STR, 
  AGI, and STA) belong to the thrall, while the mental 
  ability scores belong to the dominating mind of the In-
  telligent Weapon. As the IW changes thralls throughout 
  its adventures, physical stats will change with each new 
  thrall, but mental stats will stay the same, for they are a 
  representation of the Weapon itself. When a new thrall 
  is gained, one of the thrall’s physical ability score may 
  be modified by the powers of the Intelligent Weapon. 
  The IW confers a one-time d3 bonus to the STR, AGI, 
  or STA score of each new thrall. If, for some reason, the 
  IW leaves a thrall alive and moves on to a new host, the 
  physical ability score bonus drains away in 1d4 days and 
  becomes a negative modifier of the same value.
  Since the poor souls who fall victim to the control of the 
  Weapon are usually warrior-types, thralls get d12HP 
  at first level. The thrall will also use the Warrior saving 
  throws, action die, and crit/fumble tables (DCC rulebook 
  page 44) with an attack bonus equal to the level of the 
  Intelligent Weapon.
  The constant slow draining of the thrall's soul energy 
  takes its toll in the form of 2d6 STA damage at each 
  level progression. When the thrall’s STA reaches 3 or 
  lower, the thrall is used up and another must be found 
  to take its place. The thrall will let out a long agonizing 
  moan, fall to their knees, and then crumble to dust in 
  rapid decay. The Intelligent Weapon must plan ahead 
  to avoid losing its thrall and having no prospect of find-
  ing a replacement.
  IW’s deal damage as per the type of weapon they are 
  crafted as,  plus their level. Hence a level 3 Intelligent 
  Weapon in the form of a longsword does 1d8+3 damage. 
  The Intelligent Weapon controls the thrall’s body as if 
  it was its own and speaks through their mouth with their 
  voice.
  Intelligent Weapons are always Chaotic.
  Intelligent Weapons gain magical abilities as they grow 
  in power. The Weapon may roll d12 on the table below 
  once, at 1st, 3rd,5th,7th and 9th level. 
  Special Abilities:
  Special Abilities:
  Lived 1000 Lives -
  Lived 1000 Lives - In lieu of being able to call on skills 
   In lieu of being able to call on skills 
  from a previous occupation, an IW can make a LUCK 
  from a previous occupation, an IW can make a LUCK 
  check to recall memories from past thralls to aid in 
  check to recall memories from past thralls to aid in 
  mundane tasks and challenges.
  mundane tasks and challenges.
  Luck of the Devil -
  Luck of the Devil - The IW can permanently burn 
   The IW can permanently burn 
  down their thrall’s physical ability scores in exchange 
  down their thrall’s physical ability scores in exchange 
  for luck at a rate of 2 for 1. Scores can never be burned 
  for luck at a rate of 2 for 1. Scores can never be burned 
  below 3 or the thrall dies immediately and withers to 
  below 3 or the thrall dies immediately and withers to 
  dust.
  dust.
  Demonic Voice -
  Demonic Voice - The IW may choose to speak in its 
   The IW may choose to speak in its 
  true demonic voice at any time, with sounds emanating 
  true demonic voice at any time, with sounds emanating 
  from the thrall’s mouth or the Weapon itself.
  from the thrall’s mouth or the Weapon itself.
  Infernal Lore –
  Infernal Lore – The IW gets a +5 to any checks involv-
   The IW gets a +5 to any checks involv-
  ing knowledge of Hell or the denizens thereof.
  ing knowledge of Hell or the denizens thereof.
  2. Vorpal Reach:
  2. Vorpal Reach: The range of the weapon is extended invisibly. Targets up to 20’ away can be hit as normal.
  4. Blood Drinker:
  4. Blood Drinker: The IW gorges on the blood of an enemy successfully hit in melee combat. Victim must make a 
  DC 15 FORT save or lose d3 HP which can be added to the IW’s thrall’s HP.
  6. Dominate:
  6. Dominate: IW may cast Charm Person (DCC rule book page 131). Roll a d20 + IW level to cast. May be cast once 
  per day per level.
  8. Lightning Bolt:
  8. Lightning Bolt: IW may cast Lightning Bolt (DCC rule book page 222). Roll a d20 + IW level to cast. May be 
  cast once per day per level.
  10. Chaos Shield:
  10. Chaos Shield: IW may cast Holy Sanctuary (DCC rule book page 263). Roll a d20 + IW level to cast. May be 
  cast once per day per level.
  12. Ice:
  12. Ice: The IW now exudes cold, and frost forms on its surface. Add d6 freezing damage to all successful melee 
  attacks.
  1. Flames:
  1. Flames: The IW is now wreathed in flames and adds d6 fire damage to all successful melee attacks. 
  3. Soul Drain:
  3. Soul Drain: The IW feeds on the soul of an enemy successfully hit in melee combat. Victim gets a DC15 FORT 
  save or takes d3 STA damage. If they reach 3 or lower they wither and die. Ability may be used once per day per 
  level.
  5. Fear:
  5. Fear: The IW’s malevolence creates such an aura of terror that any opponent within 10’ must make a DC 15 
  WILL save or flee from the fear effect. Those who have failed will not come within 10’ of the IW for d6 rds.
  7. Animate Dead:
  7. Animate Dead: IW may cast Animate Dead (DCC rule book page 285). Roll a d20 + IW level to cast. May be cast 
  once per day per level.
  9. Battle Fury:
  9. Battle Fury: IW’s aura of demonic rage consumes all allies within 10’. If a DC 15 PER check is made, all friend-
  ly characters in range receive a d3 bonus to hit and AC for d3 rounds. Using Battle Fury costs an action.
  11. Flying Attack:
  11. Flying Attack: The Weapon may fly from its wielder’s hand and strike one opponent at a range of  15’, and then 
  return.
  Intelligent Weapon Magical Abilities
  Intelligent Weapon Magical Abilities
  
  5252
  5353
  J is for . . .
  J is for . . .
  Possessing a Thrall:
  Possessing a Thrall:
  The Intelligent Weapon must have a host or it is 
  The Intelligent Weapon must have a host or it is 
  doomed to lie forgotten where it fell, slowly buried by 
  doomed to lie forgotten where it fell, slowly buried by 
  the detritus of the ages.
  the detritus of the ages.
  1st level IW’s have found a thrall and gained control 
  1st level IW’s have found a thrall and gained control 
  of their faculties, completely dominating their mind. 
  of their faculties, completely dominating their mind. 
  When a thrall has been exhausted, it’s soul fires have 
  When a thrall has been exhausted, it’s soul fires have 
  burned down to nothing. The being dies shortly after, 
  burned down to nothing. The being dies shortly after, 
  and its corpse will wither and crumble to dust. The IW 
  and its corpse will wither and crumble to dust. The IW 
  needs to make plans to ensnare another host before this 
  needs to make plans to ensnare another host before this 
  happens.
  happens.
  New thralls will need to be chosen from in game NPCs. 
  New thralls will need to be chosen from in game NPCs. 
  A thrall must first be courted. The victim must pass a 
  A thrall must first be courted. The victim must pass a 
  DC 15 (+ IW’s Per mod) Will save as the IW calls out to 
  DC 15 (+ IW’s Per mod) Will save as the IW calls out to 
  them, enticing them with its power, beckoning them
  them, enticing them with its power, beckoning them
  to take it for themselves. If they fail, they will attempt 
  to take it for themselves. If they fail, they will attempt 
  to take the IW away from its current thrall in whatever 
  to take the IW away from its current thrall in whatever 
  fashion suits them best. If they resist, the IW may not 
  fashion suits them best. If they resist, the IW may not 
  attempt to lure them a second time. Once the new thrall 
  attempt to lure them a second time. Once the new thrall 
  has taken the IW, the victim and the Weapon must make 
  has taken the IW, the victim and the Weapon must make 
  an opposed battle of wills by adding both their PER 
  an opposed battle of wills by adding both their PER 
  mod and Level to the roll. If the Intelligent weapon 
  mod and Level to the roll. If the Intelligent weapon 
  wins, it digs its mental claws deep into the host and the 
  wins, it digs its mental claws deep into the host and the 
  domination is fully completed. If the victim wins, they 
  domination is fully completed. If the victim wins, they 
  will throw down the Weapon, severely shaken, and 
  will throw down the Weapon, severely shaken, and 
  refuse to go near it again.
  refuse to go near it again.
  Once an NPC has become a thrall, they lose all for-
  Once an NPC has become a thrall, they lose all for-
  mer skills, abilities, and special powers of race or class. 
  mer skills, abilities, and special powers of race or class. 
  Their former personality seeps away and they become 
  Their former personality seeps away and they become 
  little better than a strung-out automaton under control 
  little better than a strung-out automaton under control 
  of the Intelligent Weapon.
  of the Intelligent Weapon.
  1.1.Thrall’s eyes become sunken and dark rings form around them.
  3. 
  3. Thrall’s teeth yellow and grow long and pointed.
  5.5. Thrall’s body constantly exudes a smell of brimstone.
  7. 
  7. A second demonic face begins to grow through the thrall’s face but never emerges completely.
  Being possessed by a soul-consuming demonic weapon does strange things to a person. Roll d8 and consult the table below 
  for each new thrall.
  2. 
  2. Thrall’s face skin shrinks and pulls tight, taking on the contours of the skull underneath.
  4. 
  4. Eyes appear luminous in darkness.
  6. 
  6. The limb which wields the Intelligent Weapon becomes scabrous and weeping.
  8. 
  8. The thrall develops ragged, heavy breathing.
  Thrall Quirks
  Thrall Quirks
  
  54
  54
  5555
  You are a coward, a cheat, a liar, and a bully. You climb hills 
  and beanstalks. You’re nimble and quick. You part fools 
  from their money, bees from their honey, and queens from 
  their tarts. You slay giants and kill golden geese, and you 
  bite the hand that feeds you. Your might makes you right.
  Knaves are selfish in the extreme. They take what they want, 
  and live off other people’s labor. Knaves take the largest 
  slice of pie; they drink the whole pail of water. Knaves want 
  the biggest and the best, the first pick, the choicest cut. 
  They demand service and servitude, and anyone who
  stands against them gets beaten down full sore.
  Knaves blackmail and ambush, they burgle and break,
  they wheedle, they scheme, and they’ll fight to the death – 
  but never lift a finger to do an honest day’s work.
  Despite appearances, knaves don’t only serve themselves. 
  They exalt the power of mysterious entities called “the Ar-
  cana,” and they are favored with magical powers in return.
  Hit points:
  Hit points: A knave gains 1d6 hit points at each level.
  Choosing a suit:
  Choosing a suit: Knaves worship a pantheon of twenty-two 
  deific beings and concepts known collectively as “the 
  Arcana.” Knaves place their faith in the Arcana, and allow 
  themselves to be tossed like dice by the hands of fate. 
  The Arcana represent every idea that has ever been thought, 
  every thing that ever shall be. All of existence is like a shad-
  ow cast on a wall, a shadow cast by the Arcana. Alone
  and in combination, the Arcana project the
  meanings that give rise to everything that is,
  and was, and will be. From their castle, the last castle at  
  the end of time, they hold court and hear petitions. 
  They preserve what is saved and destroy what is lost. 
  The Arcana decide what will survive from this cycle
  ♣♦♥♠
  of history to be repeated in the next. They cooperate to create existence, and compete endlessly to decide its shape. If a 
  new member joined the Arcana, or an old concept vanished, all of reality would alter with them. Knaves are their court-
  iers, their petitioners, their executioners. The Arcana stand in relation to the gods and patrons as they stand in relation 
  to us. They are separate from the great game of organization versus entropy, more orderly than Law, more random than 
  Chaos. Their war among themselves is endless and every victory fleeting, the temporary triumph of one trump above all 
  others. Knaves read the will of the Arcana in the deal of the cards, the roll of the dice, the threads of chance that lead back 
  to the fabric of reality itself.
  Each knave belongs to a specific suit, or trump. A 
  knave’s suit determines the nature of his devotion to the 
  Arcana, and the kinds of rewards he receives from them. 
  His suit commands his behavior at least as strongly as 
  the demands of Alignment and Class order other char-
  acters, and he is ever at risk of disapproval if he steps too 
  far outside his role.
  The knave starts 1st level as a member of a specific suit 
  which he cannot change – although the Arcana might 
  alter his suit for reasons of their own during the course 
  of his journeys. Roll 1d4: (1) clubs, (2) diamonds, (3) 
  hearts, (4) spades. 
  At the judge’s discretion, a high- or weird-fantasy cam-
  paign set during the Renaissance, at the end of the world, 
  in Inferno or Perdition, or in another eschatological ven-
  ue might use the wands, pentacles, cups, and swords 
  suits. A low- or dark-fantasy campaign set during the 
  Dark Ages, in a primeval forest, in Faerie or Shadow, or 
  in another grim milieu might use the acorns, roses, bells, 
  and shields suits instead. 
  Weapon training:
  Weapon training: A knave is trained in these weapons: 
  blackjack, blowgun, crossbow, dagger, dart, garrote, 
  longsword, pistol, short sword, sling, and staff. Knaves 
  prefer whenever possible to use dangerous mundane 
  items as weapons, perhaps using a straight razor instead 
  of a dagger, or a giant’s sewing needle and thimble in 
  place of a sword and shield. Knaves often wear protec-
  tive armor even though it affects their skills; their spell 
  checks are not hindered by its use. Spades are especially 
  likely to be well-armored and armed.
  ♣♦♥♠
  Alignment:
  Alignment: Knaves have little regard for laws that are enforced at the point of a sword, and even less for customs and 
  traditions that depend on their respect for the opinions of others. But it is their devotion to the Arcana that makes 
  almost all knaves truly chaotic. 
  Knaves recognize no authority except the rulership of fate, no balance except the momentary stalemate between 
  competing lines of chance. All of life is a random walk down a drunkard’s path. The future unfolds not as a result of 
  destiny, but as a consequence of battles, disagreements, and shifting alliances among the Arcana. As their pawns and 
  servants, knaves have learned to read the signs, and to chart their own course through a world buffeted by change.
  The few neutral knaves are less interested than their fellows in the machinations of the Arcana, and are largely un-
  aware of the forces directing their lives. There are fewer still lawful knaves, and they take their subordination to the 
  Arcana seriously. Lawful knaves believe in a hierarchy among the Arcana, and study theories of math and probabili-
  ty that attribute regular, predictable outcomes to the workings of randomness, chaos, and chance.
  
  56
  56
  57
  57
  Knaves always lie:
  Knaves always lie: When speaking to strangers, knaves 
  always lie. A knave encountering a new NPC for the 
  first time should lie about his own identity and those of 
  his allies, his purpose for being there, and his goal for 
  what to do next. Whenever possible, the knave should 
  try to use tricks and stratagems to get information and 
  help from his interlocutors, without giving anything in 
  return (although he will gladly incur debts he has no 
  intention to repay.) There is a serious chance that the 
  Arcana will express their disapproval of any knave who 
  too easily or too often speaks the truth.
  Thieving skills:
  Thieving skills: A knave learns certain skills that aid in 
  his illicit pursuits. A knave can pick locks, sneak silent-
  ly, hide in shadows, climb over sheer surfaces, forge 
  documents, pick pockets, and handle poisons.
  The knave’s suit determines his interests, and those in-
  terests determine his rate of advancement in the various 
  thieving skills. The knave receives a bonus to his skills 
  based on level and suit, as shown in tables K♣-2, K♦-1, 
  K♣-2, K♦-1, 
  K♥-2, and K♠-2
  K♥-2, and K♠-2.
  To use a thieving skill, roll 1d20 + the modifier. The 
  knave must beat a DC assigned to the task at hand. An 
  easy task is DC 5, while an extremely difficult task is 
  DC 20. In some cases, the judge may make the roll for 
  the character, and the result will not be known until 
  some trigger event occurs. A knave needs tools to pick 
  locks, find and disable traps, climb sheer surfaces, forge 
  documents, and handle poisons. A 1st level knave must 
  purchase a set of thieves’ tools that allow him to use 
  these skills.
  Success when using a knave’s skills means the same as it 
  does for a thief, with the following exceptions:
  Disable traps: Knaves also use this skill to lay traps for 
  their enemies and to reset traps that have been tripped 
  or disarmed. Resetting a trap correctly is easier than 
  disabling it, ranging from DC 5 for large, bulky traps to 
  DC 10 or 15 for smaller and more subtle traps.
  Disguise self: In addition to determining the effect of 
  physical transformations, this skill can also be used to 
  adjudicate whether or not the knave is caught in a lie. 
  At the judge’s discretion, a ruling can be made based on 
  the knave’s player’s role-playing performance, or on the 
  information available to the target of the lie. The skill 
  roll is intended to provide an alternative means of reso-
  lution only when the judge is uncertain of the outcome.
  Like other thief skills, this is not an opposed check 
  and should never be rolled against a target’s attempt to 
  disbelieve. The DC of the lie is determined by its plau-
  sibility, ranging from DC 5 when the lie is simple and 
  the truth hard to verify, to DC 20 for outlandish lies 
  that seem to be contradicted by the target’s firsthand 
  experience or by evidence present in their immediate 
  surroundings. 
  Cast spell from scroll: Unlike thieves, knaves cannot 
  actually cast spells written on scrolls, they can only 
  sacrifice such documents to further the glory of the 
  Arcana. See the section on “Major arcana,” below.
  Luck:
  Luck: Knaves trust their lives to the fickle whims of the 
  Arcana. They survive by chance and succeed by fate and 
  destiny. Good fortune seems favor the knave, especially 
  when he serves the Arcana well, and misfortune falls 
  uncommonly hard on his enemies. A knave gains addi-
  tional bonuses when expending Luck, as follows.
  First, a knave can expend Luck to reduce an opponent’s 
  roll. For each point of Luck expended, he reduces his 
  opponent’s roll by 1. (Diamonds can reduce the roll 
  even further.) This ability can only be used against an 
  opponent, and only in situations where a lower roll is 
  somehow disadvantageous.
  Second, unlike other classes, the knave recovers lost 
  Luck to a limited extent. The knave’s Luck score is 
  restored each night by a number of points equal to his 
  level. This process cannot take his Luck score past its 
  natural maximum.
  Third, as mentioned below, knaves apply their Luck 
  modifier whenever they roll their Trump Die to invoke 
  a major or minor arcana.
  Major arcana:
  Major arcana: Provided with a spell written on a scroll 
  (or, at the judge’s discretion, another suitably rare and 
  valuable piece of writing), the knave can sacrifice the 
  scroll to the Arcana to receive a boon. The knave rolls 
  the type of die indicated by his “cast spell from scroll” 
  thieving skill, plus his Luck modifier, on table K-3. The 
  knave does not apply Intelligence or Personality modi-
  fiers to his roll, nor may he attempt spellburn or spend 
  Luck to try to alter his boon. Requesting a boon from 
  the Arcana is dangerous; the results are unpredictable,
  and many possible results are capricious. Whenever a knave 
  sacrifices a scroll to the Arcana in this way, he receives 2 XP, 
  and every ally present receives 1 XP. There is always a risk 
  that the Arcana will disapprove if the knave fails to sacrifice 
  to them if the opportunity arises. The Arcana are greedy and 
  vainglorious; they demand tribute and blood.
  Minor arcana:
  Minor arcana: Knaves know special attacks called minor 
  arcana. To use a minor arcana, the knave rolls his Action Die 
  and his Trump Die. To succeed, the Action Die must show 
  the opponent’s AC or higher (unless specified in the text of 
  the arcanum), and the Trump Die must show 3 or higher. 
  Clubs and diamonds draw on the power of the Arcana to pro-
  duce truly magical effects, while hearts and spades channel 
  the Arcana’s might to perform superhuman feats of agility 
  and strength. Because these abilities depend on the aid of 
  the Arcana, it would be difficult or impossible for a Warrior 
  to learn to replicate them. Using a minor arcana in combat 
  risks calling down the Arcana’s disapproval if the attempt is 
  unsuccessful, as described below.
  When attempting to use a minor arcana, the Action Die roll 
  is modified by either Agility or by another specific ability 
  score determined by suit. The knave’s choice of modifier is 
  made when he adopts his suit and cannot be changed af-
  terward. The Trump Die roll is modified by a Luck. This 
  means that even though the initial Trump Die is d2, a lucky 
  knave can successfully use his minor arcana starting at 1st 
  level, while a very unlucky knave might not be able to pro-
  duce a modified result of 3 until reaching 5th level.
  Knaves begin their career knowing a specific minor arcana 
  determined by their suit. Clubs know Candlestick, diamonds 
  know Coin toss, hearts know Steal, and spades know Rip. 
  Knaves can learn additional minor arcana by performing 
  specific quests whose accomplishment provides the insight 
  needed to draw on the Arcana in a new way. If a knave 
  changes suit, his starting minor arcana is forgotten and 
  replaced, but any additional minor arcana he has learned by 
  questing for them are usually retained – unless their replace-
  ment fulfills the whims of the Arcana.
  For example, after encountering the Wheel of Fortune, a 
  former club has become a diamond. His starting arcanum 
  Candlestick is forgotten, and replaced by the minor arcana 
  Coin toss. However, his probably continues to know the 
  arcanum Fall down, which he learned by breaking a queen’s 
  crown. Or, at the judge’s discretion, he could instead find 
  that his memory of Fall down has been replaced with the 
  knowledge of the arcanum Slot machine.
  
  58
  58
  59
  59
  Caster level:
  Caster level: Caster level is a measure of a knave’s ability 
  to channel of the Arcana. A knave’s caster level is usually 
  his level as a knave, but may be modified under certain 
  circumstances.
  Magic:
  Magic: Clubs and hearts can call upon the power of the 
  Arcana to cast magical spells. (Diamonds and spades 
  have no spellcasting ability.) Knaves can access the spells 
  noted on tables K♣-3 and K♥-3
  K♣-3 and K♥-3.
  To cast a spell, a knave makes a spell check: roll 1d20 + 
  CL + ability modifier (Intelligence for clubs and Person-
  ality for hearts). If the knave succeeds, the Arcana grant 
  his request – not always predictably, but generally with 
  positive results. If the knave fails, he risks disapproval. 
  The Arcana and mercurial and cruel.
  Rumors persist of theosophical knaves who access the Ar-
  cana using meditation and the power of their minds, who 
  use the cards as a kind of psionic focus. These knaves learn 
  psionic disciplines and powers instead of spells, and suffer 
  psionic dissonance instead of Deity Disapproval when 
  their powers fail. Psionic clubs learn the Clairsentience 
  and Psychokinesis disciplines; and psionic hearts learn 
  Psychometabolism and Telepathy.
  Deity Disapproval:
  Deity Disapproval: On a natural 1 during a spell check 
  or while using a minor arcana, the knave discovers that 
  he has gained the disapproval of the Arcana. The spell or 
  arcanum automatically fails, and the knave must roll on 
  the Disapproval Table.
  Each failed spell check or failed minor arcana increases 
  the chance of disapproval. After his first spell or arcana 
  fails in a day, the knave’s range of disapproval increases 
  to a natural roll of 1 or 2. Thereafter, on any natural 
  roll of 1 or 2, the spell or arcana automatically fails, and 
  the knave must roll on the Disapproval Table. After a 
  second spell or minor arcana fails, the knave’s range of 
  disapproval increases to a natural roll of 1 through 3. 
  And so on. The disapproval range continues increasing, 
  and any natural roll within the range automatically fails. 
  This means that the knave could potentially reach a 
  point where a normally successful spell or minor arcana 
  roll automatically fails because it was in the disapproval 
  range.
  A minor arcana that fails because the knave’s Trump Die 
  roll was below 3 does not automatically incur an increase 
  in the range of disapproval, provided that his Action Die 
  roll was sufficient. However, should a knave’s Trump Die 
  roll a natural 1 and the Action Die roll within the disap-
  proval range, the range increases by two instead of one.
  When the knave’s spellcasting ability is restored each 
  night, his disapproval range is reset to a natural 1. Proba-
  bly. The Arcana are fickle and their whims and cannot be 
  anticipated by mortals.
  Action dice:
  Action dice: A knave uses his action dice for any nor-
  mal activity, including attack rolls, minor arcana, skill 
  checks, and casting spells.
  Playing cards:
  Playing cards: A player portraying a knave might use 
  playing cards instead of Trump Dice to better represent 
  the knave’s affinity for the cards. At 1st level, the player 
  might draw a card at random from a deck to determine 
  the knave’s suit. 
  ♣♦♥♠
  Thereafter, the player might use cards from that suit in 
  place of rolling the Trump Die. At 1st level, the player 
  would keep and shuffle the A and 2 cards, drawing one at 
  random whenever the Trump Die would be rolled. As the 
  Trump Die increased with the knave’s level, the player 
  would add additional cards, eventually using J and Q to 
  represent 11 and 12 at 9th level, along with the K and a 
  Jester card to represent 13 and 14 at 10th level.
  The player might also use actual tarot cards to represent 
  the knave’s ability to invoke a major arcana by sacrific-
  ing a magical scroll. The player might start with a pool 
  of cards representing The Magician through Wheel 
  of Fortune at 1st level (adding either Fool or Strength 
  depending on the knave’s Luck modifier), and increase 
  this pool as the knave’s ability to invoke the major arcana 
  expanded with increasing levels.
  
  60
  60
  61
  61
  ♣♦♥♠
  TABLE K-3: MAJOR ARCANA
  TABLE K-3: MAJOR ARCANA
  When the knave sacrifices a scroll to the Arcana, he rolls on this table using the die specified by his “cast spell 
  from scrolls” thieving skill. The notation “TD” refers to the result of a Trump Die roll made to determine the 
  effect of the major arcana. In general, the judge should roll the Trump Die to determine these effects in secret, 
  so that the knave does not know the precise duration or magnitude of the effect. This secrecy is especially im-
  portant for The Lovers, Justice, Temperance, The Star, and The Moon – however, for The Tower, The Sun, 
  and The World, the judge should notify the player when there is only a single use remaining.
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
  0 or lower 
  Fool 
   
  Fool punishes the knave for invoking the Arcana. The knave immediately  
   
  0 or lower 
  Fool 
   
  Fool punishes the knave for invoking the Arcana. The knave immediately  
   
   
   
   
   
  experiences Deity Disapproval. He suffers effect TD on the Disapproval  
   
   
   
   
   
  experiences Deity Disapproval. He suffers effect TD on the Disapproval  
   
   
   
   
   
  Table, and his Luck score permanently decreases by 1.
   
   
   
   
  Table, and his Luck score permanently decreases by 1.
   
   
  The 
   
  The Magician uses the knave to counter the next spell cast in his presence and to 
   
   
  The 
   
  The Magician uses the knave to counter the next spell cast in his presence and to 
  1 
   
  Magician 
  duel with the caster. The next time a spell is cast, the knave immediately rolls  
  1 
   
  Magician 
  duel with the caster. The next time a spell is cast, the knave immediately rolls  
   
   
   
   
  1d20 + TD + Luck to counter the spell and enter a spell duel. The knave must  
   
   
   
   
  1d20 + TD + Luck to counter the spell and enter a spell duel. The knave must  
   
   
   
   
  attempt the counterspell and duel, even if the spellcaster is his ally.
   
   
   
   
  attempt the counterspell and duel, even if the spellcaster is his ally.
  2 
   
  The High 
  The High Priestess protects the knave from his foes. Either immediately, or at  
  2 
   
  The High 
  The High Priestess protects the knave from his foes. Either immediately, or at  
   
   
  Priestess 
  the start of the next combat, the knave rolls 1d20 + TD on the Turn Unholy  
   
   
  Priestess 
  the start of the next combat, the knave rolls 1d20 + TD on the Turn Unholy  
   
   
   
   
  table. All of the knave’s enemies are considered unholy for this attempt. All must  
   
   
   
   
  table. All of the knave’s enemies are considered unholy for this attempt. All must  
   
   
   
   
  kneel or flee before the power of the Arcana.
   
   
   
   
  kneel or flee before the power of the Arcana.
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  63
  63
  TABLE K-3: MAJOR ARCANA (CONT.)
  TABLE K-3: MAJOR ARCANA (CONT.)
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
  3 
   
  The 
   
  The Empress offers relief to the wounded. The knave chooses any one injured  
  3 
   
  The 
   
  The Empress offers relief to the wounded. The knave chooses any one injured  
   
   
  Empress 
  character within his sight, and that character immediately heals TD + CL hit  
   
   
  Empress 
  character within his sight, and that character immediately heals TD + CL hit  
   
   
   
   
  points of damage. Instead of healing hit point damage, the knave can also choose  
   
   
   
   
  points of damage. Instead of healing hit point damage, the knave can also choose  
   
   
   
   
  to ask the Empress to heal one character within his sight of a single status injury  
   
   
   
   
  to ask the Empress to heal one character within his sight of a single status injury  
   
   
   
   
  (broken limb, disease, poison, etc.) worth no more than TD dice of damage.
   
   
   
   
  (broken limb, disease, poison, etc.) worth no more than TD dice of damage.
   
   
  The 
   
  The Emperor sends an army to fight on behalf of the knave. TD + CL card sol- 
   
   
  The 
   
  The Emperor sends an army to fight on behalf of the knave. TD + CL card sol- 
  4 
   
  Emperor 
  diers appear and follow the knave’s commands in combat for the rest of the day.
  4 
   
  Emperor 
  diers appear and follow the knave’s commands in combat for the rest of the day.
   
   
   
   
   
   
   
   
  Card Soldier:
  Card Soldier: Init: +1; Atk spear +3 melee (1d8+1); AC 13; 3 HD; MV 30’; Act  
   Init: +1; Atk spear +3 melee (1d8+1); AC 13; 3 HD; MV 30’; Act  
   
   
   
   
  1d20; SP construct (immune to charm, poison, and sleep), paper (card soldiers  
   
   
   
   
  1d20; SP construct (immune to charm, poison, and sleep), paper (card soldiers  
   
   
   
   
  receive only 1 hit point per Hit Die, but can only be damaged by cutting weapons  
   
   
   
   
  receive only 1 hit point per Hit Die, but can only be damaged by cutting weapons  
   
   
   
   
  and by fire), defensive formation (each card soldier accompanies one character as  
   
   
   
   
  and by fire), defensive formation (each card soldier accompanies one character as  
   
   
   
   
  assigned by the knave, and each character receives +1 AC and +1 to Fort and Ref  
   
   
   
   
  assigned by the knave, and each character receives +1 AC and +1 to Fort and Ref  
   
   
   
   
  saves for each soldier assigned to them); SV Fort +0, Ref +3, Will +3; AL L.
   
   
   
   
  saves for each soldier assigned to them); SV Fort +0, Ref +3, Will +3; AL L.
  5 
   
  The 
   
  The Hierophant sends a squire to serve the knave, which takes the form of a black  
  5 
   
  The 
   
  The Hierophant sends a squire to serve the knave, which takes the form of a black  
   
   
  Hierophant 
  or red chess piece (depending on the knave’s suit). The knave gains a bonus to  
   
   
  Hierophant 
  or red chess piece (depending on the knave’s suit). The knave gains a bonus to  
   
   
   
   
  his hit points equal to one of his servant’s HD, which he loses if his servant dies.  
   
   
   
   
  his hit points equal to one of his servant’s HD, which he loses if his servant dies.  
   
   
   
   
  The Hierophant’s servants are generally under the direct control of the knave’s  
   
   
   
   
  The Hierophant’s servants are generally under the direct control of the knave’s  
   
   
   
   
  player, but their ultimate loyalty is to the Arcana, not the knave himself, and they  
   
   
   
   
  player, but their ultimate loyalty is to the Arcana, not the knave himself, and they  
   
   
   
   
  will go so far as to kill him if those loyalties diverge.
   
   
   
   
  will go so far as to kill him if those loyalties diverge.
   
   
   
   
  When the squire is first summoned, roll 1d20, modified by Luck, to determine  
   
   
   
   
  When the squire is first summoned, roll 1d20, modified by Luck, to determine  
   
   
   
   
  its form: (1) King, (2-10) Pawn, (11-14) Horse, (15-17) Bishop, (18-19) Castle,  
   
   
   
   
  its form: (1) King, (2-10) Pawn, (11-14) Horse, (15-17) Bishop, (18-19) Castle,  
   
   
   
   
  (20) Queen. Kings and pawns are waist-height, horses and bishops are chest-  
   
   
   
   
  (20) Queen. Kings and pawns are waist-height, horses and bishops are chest-  
   
   
   
   
  height, castles and queens are man-height.
   
   
   
   
  height, castles and queens are man-height.
   
   
   
   
   
   
   
   
  King:
  King: Init +0; Atk slam +0 melee (1d4); HD 1d4+2; MV 20’; Act 1d16; SP con 
   Init +0; Atk slam +0 melee (1d4); HD 1d4+2; MV 20’; Act 1d16; SP con 
   
   
   
   
  struct (immune to poison, charm, and sleep), clay (damaged only by bludgeoning  
   
   
   
   
  struct (immune to poison, charm, and sleep), clay (damaged only by bludgeoning  
   
   
   
   
  weapons, holy water, and acid), checkmate (if the knave dies while the king lives,  
   
   
   
   
  weapons, holy water, and acid), checkmate (if the knave dies while the king lives,  
   
   
   
   
  the king disintegrates and the knave returns to life with full hit points and a ran 
   
   
   
   
  the king disintegrates and the knave returns to life with full hit points and a ran 
   
   
   
   
  dom suit; however, if the king dies while the knave lives, the knave dies as well); SV  
   
   
   
   
  dom suit; however, if the king dies while the knave lives, the knave dies as well); SV  
   
   
   
   
  Fort +0, Ref +0, Will +0; AL L; Crit I/d4
   
   
   
   
  Fort +0, Ref +0, Will +0; AL L; Crit I/d4
   
   
   
   
   
   
   
   
  Pawn:
  Pawn: Init +0; Atk slam +1 melee (1d6); HD 1d4+2; MV 20’; Act 1d20; SP con 
   Init +0; Atk slam +1 melee (1d6); HD 1d4+2; MV 20’; Act 1d20; SP con 
   
   
   
   
  struct (immune to poison, charm, and sleep), clay (damaged only by bludgeoning  
   
   
   
   
  struct (immune to poison, charm, and sleep), clay (damaged only by bludgeoning  
   
   
   
   
  weapons, holy water, and acid), promotion (if the pawn dies while the knave lives,  
   
   
   
   
  weapons, holy water, and acid), promotion (if the pawn dies while the knave lives,  
   
   
   
   
  immediately replace it with a new squire, rolling the Trump Die + Luck modifier +  
   
   
   
   
  immediately replace it with a new squire, rolling the Trump Die + Luck modifier +  
   
   
   
   
  10 to determine its form); SV Fort +1, Ref +1, Will +0; AL L; Crit II/d6
   
   
   
   
  10 to determine its form); SV Fort +1, Ref +1, Will +0; AL L; Crit II/d6
   
   
   
   
   
   
   
   
  Horse:
  Horse: Init +1; Atk slam +2 melee (1d8); HD 2d6+4; MV 30’; Act 1d20; SP   
   Init +1; Atk slam +2 melee (1d8); HD 2d6+4; MV 30’; Act 1d20; SP   
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  ing weapons, holy water, and acid), transformation (the horse has two forms,  
   
   
   
   
  ing weapons, holy water, and acid), transformation (the horse has two forms,  
   
   
   
   
  although its statistics are the same in both: its primary form is a reverse-centaur
   
   
   
   
  although its statistics are the same in both: its primary form is a reverse-centaur
  TABLE K-3: MAJOR ARCANA (CONT.)
  TABLE K-3: MAJOR ARCANA (CONT.)
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
   
   
   
   
   
   
   
   
   
   
   
   
  – a horse-headed miniature man in plate armor – and its secondary form is a   
   
   
   
   
  – a horse-headed miniature man in plate armor – and its secondary form is a   
   
   
   
   
  full-sized riding horse), jumping (the horse is not blocked or slowed by obstacles  
   
   
   
   
  full-sized riding horse), jumping (the horse is not blocked or slowed by obstacles  
   
   
   
   
  or rough terrain, never triggers traps, and can pass through tiny openings without
   
   
   
   
  or rough terrain, never triggers traps, and can pass through tiny openings without
   
   
   
   
  slowing down), knight’s tour (in its reverse-centaur form, the horse gets +4 to  
   
   
   
   
  slowing down), knight’s tour (in its reverse-centaur form, the horse gets +4 to  
   
   
   
   
  backstab, hide in shadows, and move silently, and it scores an automatic crit on  
   
   
   
   
  backstab, hide in shadows, and move silently, and it scores an automatic crit on  
   
   
   
   
  backstab attacks), mount (in its riding form, the horse can serve as a mount for  
   
   
   
   
  backstab attacks), mount (in its riding form, the horse can serve as a mount for  
   
   
   
   
  the knave or another character of his choice, and the pair follow normal rules for  
   
   
   
   
  the knave or another character of his choice, and the pair follow normal rules for  
   
   
   
   
  mounted combat); SV Fort +2, Ref +3, Will +1; AL L; Crit III/d8
   
   
   
   
  mounted combat); SV Fort +2, Ref +3, Will +1; AL L; Crit III/d8
   
   
   
   
   
   
   
   
  Bishop:
  Bishop: Init +1; Atk slam +2 melee (1d8); HD 2d6+4; MV 60’; Act 1d20; SP  
   Init +1; Atk slam +2 melee (1d8); HD 2d6+4; MV 60’; Act 1d20; SP  
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  ing weapons, holy water, and acid), spellcasting (the bishop knows a random 1st  
   
   
   
   
  ing weapons, holy water, and acid), spellcasting (the bishop knows a random 1st  
   
   
   
   
  level cleric spell, any disapproval from casting it accrues to the knave), diagonal  
   
   
   
   
  level cleric spell, any disapproval from casting it accrues to the knave), diagonal  
   
   
   
   
  movement (the bishop walks the path laid out by the Arcana and cannot be touched  
   
   
   
   
  movement (the bishop walks the path laid out by the Arcana and cannot be touched  
   
   
   
   
  by those outside that path – neither un-dead nor Chaotic combatants can attack or  
   
   
   
   
  by those outside that path – neither un-dead nor Chaotic combatants can attack or  
   
   
   
   
  harm the bishop, nor obstruct his movement in any way); SV Fort +1, Ref +2, Will  
   
   
   
   
  harm the bishop, nor obstruct his movement in any way); SV Fort +1, Ref +2, Will  
   
   
   
   
  +3; AL L; Crit III/d8
   
   
   
   
  +3; AL L; Crit III/d8
   
   
   
   
   
   
   
   
  Castle:
  Castle: Init +2; Atk +4 slam (1d10); HD 4d8+8; MV 60’; Act 1d20; SP construct  
   Init +2; Atk +4 slam (1d10); HD 4d8+8; MV 60’; Act 1d20; SP construct  
   
   
   
   
  (immune to poison, charm, and sleep), clay (damaged only by bludgeoning weap 
   
   
   
   
  (immune to poison, charm, and sleep), clay (damaged only by bludgeoning weap 
   
   
   
   
  ons, holy water, and acid), castling (any time the knave would fail a saving throw,  
   
   
   
   
  ons, holy water, and acid), castling (any time the knave would fail a saving throw,  
   
   
   
   
  the castle instantaneously switches places with him and endures the consequences  
   
   
   
   
  the castle instantaneously switches places with him and endures the consequences  
   
   
   
   
  of the failed save), charging attack (whenever the castle moves at least 20’ before  
   
   
   
   
  of the failed save), charging attack (whenever the castle moves at least 20’ before  
   
   
   
   
  attack – typically on its first attack or against missile users – it receives +2 on its  
   
   
   
   
  attack – typically on its first attack or against missile users – it receives +2 on its  
   
   
   
   
  attack roll and deals double damage), orthogonal movement (the castle moves  
   
   
   
   
  attack roll and deals double damage), orthogonal movement (the castle moves  
   
   
   
   
  forward and sideways, moving forward it receives +10 on attempts to batter down  
   
   
   
   
  forward and sideways, moving forward it receives +10 on attempts to batter down  
   
   
   
   
  locked or stuck doors, moving sideways it receives +5 on attempts to find secret  
   
   
   
   
  locked or stuck doors, moving sideways it receives +5 on attempts to find secret  
   
   
   
   
  doors); SV Fort +6, Ref +2, Will +4; AL L; Crit III/d10
   
   
   
   
  doors); SV Fort +6, Ref +2, Will +4; AL L; Crit III/d10
   
   
   
   
   
   
   
   
  Queen:
  Queen: Init +4; Atk slam +6 melee (1d12); HD 6d10+12; MV 90’; Act 1d30; SP  
   Init +4; Atk slam +6 melee (1d12); HD 6d10+12; MV 90’; Act 1d30; SP  
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  construct (immune to poison, charm, and sleep), clay (damaged only by bludgeon 
   
   
   
   
  ing weapons, holy water, and acid), royal presence (when the queen enters com 
   
   
   
   
  ing weapons, holy water, and acid), royal presence (when the queen enters com 
   
   
   
   
  bat, she automatically attempts to turn the knave’s enemies as a 6th level cleric,  
   
   
   
   
  bat, she automatically attempts to turn the knave’s enemies as a 6th level cleric,  
   
   
   
   
  dominated enemies fight for the knave, turned enemies withdraw from combat), off  
   
   
   
   
  dominated enemies fight for the knave, turned enemies withdraw from combat), off  
   
   
   
   
  with their heads (the queen can make any number of bonus attacks each round to  
   
   
   
   
  with their heads (the queen can make any number of bonus attacks each round to  
   
   
   
   
  attack enemies who are fleeing or withdrawing from combat), sacrifice (if the  
   
   
   
   
  attack enemies who are fleeing or withdrawing from combat), sacrifice (if the  
   
   
   
   
  knave dies while the queen lives, she disintegrates and the knave returns to life with  
   
   
   
   
  knave dies while the queen lives, she disintegrates and the knave returns to life with  
   
   
   
   
  full hit points and a random suit), crit on 20+; SV Fort +6, Ref +6, Will +6; AL  
   
   
   
   
  full hit points and a random suit), crit on 20+; SV Fort +6, Ref +6, Will +6; AL  
   
   
   
   
  L; Crit M/d12
   
   
   
   
  L; Crit M/d12
  6 
  The Lovers 
   
  The Lovers grant the knave the gift of friendship. For the rest of the day, the next  
  6 
  The Lovers 
   
  The Lovers grant the knave the gift of friendship. For the rest of the day, the next  
   
   
   
   
  TD intelligent beings that the knave meets will feel immediately friendly toward  
   
   
   
   
  TD intelligent beings that the knave meets will feel immediately friendly toward  
   
   
   
   
  him, and must make a Will save vs. DC 10 + CL + Luck to resist his friendship.
   
   
   
   
  him, and must make a Will save vs. DC 10 + CL + Luck to resist his friendship.
  
  64
  64
  65
  65
  TABLE K-3: MAJOR ARCANA (CONT.)
  TABLE K-3: MAJOR ARCANA (CONT.)
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
  7 
   
  The 
   
  The Chariot carries the knave and his allies to new lands. Inside a dungeon, they  
  7 
   
  The 
   
  The Chariot carries the knave and his allies to new lands. Inside a dungeon, they  
   
   
  Chariot 
  are immediately teleported TD rooms forward from their current position. In the  
   
   
  Chariot 
  are immediately teleported TD rooms forward from their current position. In the  
   
   
   
   
  wilderness, they must walk for as long as it would normally take to travel 1 map  
   
   
   
   
  wilderness, they must walk for as long as it would normally take to travel 1 map  
   
   
   
   
  hex, but their steps take them TD map hexes forward instead.
   
   
   
   
  hex, but their steps take them TD map hexes forward instead.
   
   
  Justice  
  Justice takes retribution on those who inflict violence on others. While Justice  
   
   
  Justice  
  Justice takes retribution on those who inflict violence on others. While Justice  
  8 
   
   
   
  watches the knave, every character or creature who makes a successful attack roll  
  8 
   
   
   
  watches the knave, every character or creature who makes a successful attack roll  
   
   
   
   
  against an enemy takes 1 Trump Die of damage from the Arcana. This damage  
   
   
   
   
  against an enemy takes 1 Trump Die of damage from the Arcana. This damage  
   
   
   
   
  cannot be avoided. (Attacks deal damage to their targets as normal; retribution  
   
   
   
   
  cannot be avoided. (Attacks deal damage to their targets as normal; retribution  
   
   
   
   
  harms the attacker but does nothing to protect the victim.) Justice will continue  
   
   
   
   
  harms the attacker but does nothing to protect the victim.) Justice will continue  
   
   
   
   
  watching the knave until TD + CL attacks have been completed and punished.
   
   
   
   
  watching the knave until TD + CL attacks have been completed and punished.
   
   
  The Hermit 
  The Hermit carries a lantern and his solitude is complete within the radius of his  
   
   
  The Hermit 
  The Hermit carries a lantern and his solitude is complete within the radius of his  
  9 
   
   
   
  light. The Hermit sends a sphere of lamplight to shine over the knave for the next  
  9 
   
   
   
  light. The Hermit sends a sphere of lamplight to shine over the knave for the next  
   
   
   
   
  CL exploration turns. In addition, the next TD scheduled or random encounters  
   
   
   
   
  CL exploration turns. In addition, the next TD scheduled or random encounters  
   
   
   
   
  with unintelligent or hostile beings simply do not happen; the creatures simply are  
   
   
   
   
  with unintelligent or hostile beings simply do not happen; the creatures simply are  
   
   
   
   
  not present while the knave is there.
   
   
   
   
  not present while the knave is there.
   
   
  Wheel of 
  Wheel of Fortune turns, and the knave changes suits. The knave immediately 
   
   
  Wheel of 
  Wheel of Fortune turns, and the knave changes suits. The knave immediately 
  10 
   
  Fortune 
  adopts a new random suit, and his abilities change accordingly. If TD + CL is  
  10 
   
  Fortune 
  adopts a new random suit, and his abilities change accordingly. If TD + CL is  
   
   
   
   
  higher than the knave’s current Luck score, he regains 1 Luck. If TD + CL is  
   
   
   
   
  higher than the knave’s current Luck score, he regains 1 Luck. If TD + CL is  
   
   
   
   
  higher than his maximum Luck score, his Luck permanently increases by 1.
   
   
   
   
  higher than his maximum Luck score, his Luck permanently increases by 1.
  11 
   
  Strength 
  Strength empowers the knave to overwhelm his enemies. For the next TD + CL  
  11 
   
  Strength 
  Strength empowers the knave to overwhelm his enemies. For the next TD + CL  
   
   
   
   
  attacks he makes, the knave receives an additional +TD bonus to his attack, and an  
   
   
   
   
  attacks he makes, the knave receives an additional +TD bonus to his attack, and an  
   
   
   
   
  additional +TD bonus to his damage.
   
   
   
   
  additional +TD bonus to his damage.
  12 
   
  The Hanged The Hanged Man demands punishment. The knave immediately takes TD + CL  
  12 
   
  The Hanged The Hanged Man demands punishment. The knave immediately takes TD + CL  
   
   
  Man 
   
  damage, and his injuries cannot be healed using magic.
   
   
  Man 
   
  damage, and his injuries cannot be healed using magic.
   
   
   
   
  Death demands an execution. TD + CL Hit Dice worth of living beings within the  
   
   
   
   
  Death demands an execution. TD + CL Hit Dice worth of living beings within the  
  13 
   
  Death  
  knave’s sight die immediately. The knave may choose to sacrifice himself instead of  
  13 
   
  Death  
  knave’s sight die immediately. The knave may choose to sacrifice himself instead of  
   
   
   
   
  permitting the death of his allies. It is fitting that the only selfless action a knave  
   
   
   
   
  permitting the death of his allies. It is fitting that the only selfless action a knave  
   
   
   
   
  performs in his lifetime should be his last, and be the direct cause of his demise. 
   
   
   
   
  performs in his lifetime should be his last, and be the direct cause of his demise. 
   
   
   
   
  Temperance abhors the unnatural. First, TD magical effects within sight of the  
   
   
   
   
  Temperance abhors the unnatural. First, TD magical effects within sight of the  
   
   
   
   
  knave are cancelled. Like Dispel magic, Exorcise, or Remove curse, this effect  
   
   
   
   
  knave are cancelled. Like Dispel magic, Exorcise, or Remove curse, this effect  
  14 
              Temperance 
  can cause active spells to end early, break the bonds between an elf or wizard and  
  14 
              Temperance 
  can cause active spells to end early, break the bonds between an elf or wizard and  
   
   
   
   
  their patron, remove corruption or curses, or disenchant magical items. The knave  
   
   
   
   
  their patron, remove corruption or curses, or disenchant magical items. The knave  
   
   
   
   
  may choose the order in which magical effects are ended, and may halt this pri 
   
   
   
   
  may choose the order in which magical effects are ended, and may halt this pri 
   
   
   
   
  mary effect of the arcanum early. However, if there are any magical effects near  
   
   
   
   
  mary effect of the arcanum early. However, if there are any magical effects near  
   
   
   
   
  him, he must choose at least one beneficial effect to cancel before Temperance  
   
   
   
   
  him, he must choose at least one beneficial effect to cancel before Temperance  
   
   
   
   
  can be halted. If the knave chooses to halt the arcanum (or runs out of potential  
   
   
   
   
  can be halted. If the knave chooses to halt the arcanum (or runs out of potential  
   
   
   
   
  targets) before Temperance is complete, then as a secondary result, every spell cast  
   
   
   
   
  targets) before Temperance is complete, then as a secondary result, every spell cast  
   
   
   
   
  in the knave’s presence automatically has a spell check result of 1 until a total of 
   
   
   
   
  in the knave’s presence automatically has a spell check result of 1 until a total of 
   
   
   
   
  TD effects are nullified.
   
   
   
   
  TD effects are nullified.
  TABLE K-3: MAJOR ARCANA (CONT.)
  TABLE K-3: MAJOR ARCANA (CONT.)
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
   
   
  The 
   
  The Devil sends one of his servants, a single unique demon with TD + CL Hit  
   
   
  The 
   
  The Devil sends one of his servants, a single unique demon with TD + CL Hit  
  15 
   
  Devil  
  Dice, to serve the knave for TD rounds. The demon is of the least type possible  
  15 
   
  Devil  
  Dice, to serve the knave for TD rounds. The demon is of the least type possible  
   
   
   
   
  given its HD. The demon receives a Will save (DC 10 + CL + Luck) to resist the  
   
   
   
   
  given its HD. The demon receives a Will save (DC 10 + CL + Luck) to resist the  
   
   
   
   
  knave’s control. If it resists, there is a 30% chance it immediately attacks the knave. 
   
   
   
   
  knave’s control. If it resists, there is a 30% chance it immediately attacks the knave. 
   
   
  The 
   
  The Tower collapses, and catastrophic changes sweep the lands in its wake. The  
   
   
  The 
   
  The Tower collapses, and catastrophic changes sweep the lands in its wake. The  
  16  
   
  Tower  
  knave’s 
  16  
   
  Tower  
  knave’s player 
  player may select TD aspects of the campaign, which the judge should fun 
  may select TD aspects of the campaign, which the judge should fun 
   
   
   
   
  damentally alter going forward. NPCs might experience reversals of fortune,  
   
   
   
   
  damentally alter going forward. NPCs might experience reversals of fortune,  
   
   
   
   
  factions might rise or fall in power, cities and regions might experience migrations,  
   
   
   
   
  factions might rise or fall in power, cities and regions might experience migrations,  
   
   
   
   
  changes in government, invasions, or disasters.
   
   
   
   
  changes in government, invasions, or disasters.
   
   
   
   
  These changes will not be fully felt until the next session, when rumors will help  
   
   
   
   
  These changes will not be fully felt until the next session, when rumors will help  
   
   
   
   
  reveal the news to the characters. The judge is encouraged to use this opportuni- 
   
   
   
   
  reveal the news to the characters. The judge is encouraged to use this opportuni- 
   
   
   
   
  ty to shift the fates of the selected aspects, felling the mighty and allowing the  
   
   
   
   
  ty to shift the fates of the selected aspects, felling the mighty and allowing the  
   
   
   
   
  meek to inherit. The changes should all be ones that could happen naturally in the  
   
   
   
   
  meek to inherit. The changes should all be ones that could happen naturally in the  
   
   
   
   
  course of play, but at an accelerated pace, the consequences of an eventful decade  
   
   
   
   
  course of play, but at an accelerated pace, the consequences of an eventful decade  
   
   
   
   
  unfolding over the course of a fortnight.
   
   
   
   
  unfolding over the course of a fortnight.
   
   
   
   
  The knave may reserve his final selection to voluntarily change suits to a new suit  
   
   
   
   
  The knave may reserve his final selection to voluntarily change suits to a new suit  
   
   
   
   
   
   
   
   
  of the judge’s choice.
  of the judge’s choice. 
   
   
   
   
  The Star falls. Lives are forfeit and wishes are granted. In order from lowest to  
   
   
   
   
  The Star falls. Lives are forfeit and wishes are granted. In order from lowest to  
   
   
   
   
  highest Luck scores, the first TD sentient beings are struck by falling stars. The  
   
   
   
   
  highest Luck scores, the first TD sentient beings are struck by falling stars. The  
  17 
   
  The Star 
  star strikes deals CL Trump Dice of damage, although a successful Reflex save  
  17 
   
  The Star 
  star strikes deals CL Trump Dice of damage, although a successful Reflex save  
   
   
   
   
  (versus a DC of CL + TD) reduces this to a single Trump Die of damage.
   
   
   
   
  (versus a DC of CL + TD) reduces this to a single Trump Die of damage.
   
   
   
   
  Treat NPCs as having Luck scores of 1d4 + 8, and resolve all tied Luck scores  
   
   
   
   
  Treat NPCs as having Luck scores of 1d4 + 8, and resolve all tied Luck scores  
   
   
   
   
  randomly. 
   
   
   
   
  randomly. 
   
   
   
   
  Each being who succeeds their Reflex save gets a temporary 1 point of Luck that  
   
   
   
   
  Each being who succeeds their Reflex save gets a temporary 1 point of Luck that  
   
   
   
   
  can be expended at any time. The next being in line to be targeted by a star strike  
   
   
   
   
  can be expended at any time. The next being in line to be targeted by a star strike  
   
   
   
   
  after TD stars have fallen receives a Wish instead. If one of the knave’s enemies is  
   
   
   
   
  after TD stars have fallen receives a Wish instead. If one of the knave’s enemies is  
   
   
   
   
  granted a Wish, they should cause trouble and mischief – but not instant death –  
   
   
   
   
  granted a Wish, they should cause trouble and mischief – but not instant death –  
   
   
   
   
  for the knave and his allies. 
   
   
   
   
  for the knave and his allies. 
   
   
   
   
  The Moon pours healing water over the dying, restoring them to health and trans 
   
   
   
   
  The Moon pours healing water over the dying, restoring them to health and trans 
   
   
   
   
  porting them to sanctuary. The next TD allies or important enemies of the knave  
   
   
   
   
  porting them to sanctuary. The next TD allies or important enemies of the knave  
  18 
   
  The Moon 
  who die in his presence vanish in a flash of moonlight. The vanished person is  
  18 
   
  The Moon 
  who die in his presence vanish in a flash of moonlight. The vanished person is  
   
   
   
   
  restored to full hit points, all their injuries are healed, all temporary ability losses  
   
   
   
   
  restored to full hit points, all their injuries are healed, all temporary ability losses  
   
   
   
   
  and spellburn are regained, and all curses, diseases, and the like are removed. All  
   
   
   
   
  and spellburn are regained, and all curses, diseases, and the like are removed. All  
   
   
   
   
  coins and metal weapons the person carries are transformed to silver. The person  
   
   
   
   
  coins and metal weapons the person carries are transformed to silver. The person  
   
   
   
   
  reappears at the shore of the nearest large body of water, or in another sanctuary  
   
   
   
   
  reappears at the shore of the nearest large body of water, or in another sanctuary  
   
   
   
   
  of the judge’s choice. In the case of allies, the knave will know exactly where the  
   
   
   
   
  of the judge’s choice. In the case of allies, the knave will know exactly where the  
   
   
   
   
  vanished person has been transported. The Moon will only save important indi 
   
   
   
   
  vanished person has been transported. The Moon will only save important indi 
   
   
   
   
  viduals, persons whose death or preservation matters to the knave’s campaign.  
   
   
   
   
  viduals, persons whose death or preservation matters to the knave’s campaign.  
   
   
   
   
  The Moon will not save anyone who commits suicide or allows themselves to be  
   
   
   
   
  The Moon will not save anyone who commits suicide or allows themselves to be  
   
   
   
   
  slain expecting salvation, nor will it save anyone who is killed for the purpose of  
   
   
   
   
  slain expecting salvation, nor will it save anyone who is killed for the purpose of  
   
   
   
   
  “using up” its healing grace. The Moon will disapprove of any attempts by the  
   
   
   
   
  “using up” its healing grace. The Moon will disapprove of any attempts by the  
   
   
   
   
  knave to cheat the Arcana, and the judge should warn the knave if his or his allies’  
   
   
   
   
  knave to cheat the Arcana, and the judge should warn the knave if his or his allies’  
   
   
   
   
  plans are in danger of attracting disapproval.
   
   
   
   
  plans are in danger of attracting disapproval.
  
  66
  66
  67
  67
  TABLE K-3: MAJOR ARCANA (CONT.)
  TABLE K-3: MAJOR ARCANA (CONT.)
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Trump Die 
  Arcana  
  Result  
   
   
   
   
   
  Roll 
   
  Invoked
  Roll 
   
  Invoked
  19 
   
  The Sun 
  The Sun grants the knave enlightenment and shows him a glimpse of omniscience.  
  19 
   
  The Sun 
  The Sun grants the knave enlightenment and shows him a glimpse of omniscience.  
   
   
   
   
  The knave’s player may ask the judge TD questions about any aspect of the cam 
   
   
   
   
  The knave’s player may ask the judge TD questions about any aspect of the cam 
   
   
   
   
  paign, which the judge should answer truthfully and completely. 
   
   
   
   
  paign, which the judge should answer truthfully and completely. 
   
   
   
   
  The knave may reserve his final question to learn a single spell or single minor  
   
   
   
   
  The knave may reserve his final question to learn a single spell or single minor  
   
   
   
   
  arcana, even one that would not ordinarily be available to him. The knave receives  
   
   
   
   
  arcana, even one that would not ordinarily be available to him. The knave receives  
   
   
   
   
  a +1d bonus on rolls made to cast this spell or use this arcanum.
   
   
   
   
  a +1d bonus on rolls made to cast this spell or use this arcanum.
   
   
   
   
  Judgment looms over the knave’s enemies like the executioner’s blade. By the end  
   
   
   
   
  Judgment looms over the knave’s enemies like the executioner’s blade. By the end  
  20 
   
  Judgment 
  of the day, the knave must select one living being within his sight to experience  
  20 
   
  Judgment 
  of the day, the knave must select one living being within his sight to experience  
   
   
   
   
  Deity Disapproval. He must make this selection, even if he sees no one but his own  
   
   
   
   
  Deity Disapproval. He must make this selection, even if he sees no one but his own  
   
   
   
   
  allies for the rest of the day. The knave may choose himself, but if he does so, he is 
   
   
   
   
  allies for the rest of the day. The knave may choose himself, but if he does so, he is 
   
   
   
   
  a fool. The chosen being suffers result TD + CL on the Disapproval Table, perma- 
   
   
   
   
  a fool. The chosen being suffers result TD + CL on the Disapproval Table, perma- 
   
   
   
   
  nently loses 1 Hit Dice, and its Luck score is permanently decreased by 1.
   
   
   
   
  nently loses 1 Hit Dice, and its Luck score is permanently decreased by 1.
   
   
   
   
  Judgment sentences the chosen being to complete a quest to advance the inscruta- 
   
   
   
   
  Judgment sentences the chosen being to complete a quest to advance the inscruta- 
   
   
   
   
  ble agenda of the Arcana. This quest is likely to directly contravene the being’s  
   
   
   
   
  ble agenda of the Arcana. This quest is likely to directly contravene the being’s  
   
   
   
   
  own previous goals. The first time the being acts against the interest of their quest  
   
   
   
   
  own previous goals. The first time the being acts against the interest of their quest  
   
   
   
   
  they roll 1d4 on the Disapproval Table, the second time they try to evade Judg 
   
   
   
   
  they roll 1d4 on the Disapproval Table, the second time they try to evade Judg 
   
   
   
   
  ment they roll 2d4, and so on.
   
   
   
   
  ment they roll 2d4, and so on.
   
   
   
   
  The World watches as old eras end and new epochs begin. The knave, and all his  
   
   
   
   
  The World watches as old eras end and new epochs begin. The knave, and all his  
  21 or 
   
  The 
   
  allies present at the time, each gain a level and their Luck scores permanently  
  21 or 
   
  The 
   
  allies present at the time, each gain a level and their Luck scores permanently  
  higher  
  World  
  increase by 1.
  higher  
  World  
  increase by 1.
   
   
   
   
  Similar to the effect of the Tower, the knave’s player should select TD + CL  
   
   
   
   
  Similar to the effect of the Tower, the knave’s player should select TD + CL  
   
   
   
   
  aspects of the campaign for the judge to alter, but where the Tower rewrites the  
   
   
   
   
  aspects of the campaign for the judge to alter, but where the Tower rewrites the  
   
   
   
   
  futures of these aspects, the World rewrites their pasts. The Tower might elevate  
   
   
   
   
  futures of these aspects, the World rewrites their pasts. The Tower might elevate  
   
   
   
   
  a pauper to a king, or cause the collapse of an empire, but the World begins a new  
   
   
   
   
  a pauper to a king, or cause the collapse of an empire, but the World begins a new  
   
   
   
   
  age with a new history, when he was always a king and the empire was only ever a  
   
   
   
   
  age with a new history, when he was always a king and the empire was only ever a  
   
   
   
   
  myth. While the Tower causes changes that are surprising but possible, the World  
   
   
   
   
  myth. While the Tower causes changes that are surprising but possible, the World  
   
   
   
   
  causes changes that are impossible: new areas overwrite old ones on the map, new  
   
   
   
   
  causes changes that are impossible: new areas overwrite old ones on the map, new  
   
   
   
   
  species appear to overthrow old ecologies, new classes and spells become available  
   
   
   
   
  species appear to overthrow old ecologies, new classes and spells become available  
   
   
   
   
  as old ones are erased from the books.
   
   
   
   
  as old ones are erased from the books.
   
   
   
   
  Finally, whereas the Tower encourages the judge to decide all changes for them 
   
   
   
   
  Finally, whereas the Tower encourages the judge to decide all changes for them 
   
   
   
   
  selves, the World invites all players present to offer suggestions, although the judge  
   
   
   
   
  selves, the World invites all players present to offer suggestions, although the judge  
   
   
   
   
  retains final authority to make rulings. These changes will not be fully implement- 
   
   
   
   
  retains final authority to make rulings. These changes will not be fully implement- 
   
   
   
   
  ed until the next session, but all players present should have a basic idea of the  
   
   
   
   
  ed until the next session, but all players present should have a basic idea of the  
   
   
   
   
  changes to come even before they are encountered in play.
   
   
   
   
  changes to come even before they are encountered in play.
   
  ♣ Knaves of Clubs
   Knaves of Clubs ♣
   ♣
  Clubs are vagabonds, layabouts, dilettantes, and wast-
  rels. Clubs are second in their pursuit of pleasure only to 
  hearts, but while hearts seek pleasure in lust and social 
  intercourse, clubs find the happiness that comes to from 
  sloth and isolation. Clubs sleep late and while away 
  their idle days reading old books, forging new works 
  in the styles of old artists, and drinking in the pastoral 
  splendor of the unguarded countryside. 
  Thieving skills:
  Thieving skills: Clubs are best at the skills that let 
  circumvent artificial barriers, and, due to their routine 
  isolation, worst at interacting with other humans. Clubs 
  cannot pick pockets. Unlike other knaves, clubs are able 
  to disarm and reset traps (a skill they use frequently 
  while poaching or for disabling guards), and they can 
  read foreign and esoteric languages. A club’s skill modi-
  fiers by level are listed in Table K♣-2.
  Table K♣-2.
  Minor arcana: 
  Minor arcana: The Arcana guide clubs to perform 
  The Arcana guide clubs to perform 
  incredible legerdemain. Clubs can set their enemies on 
  incredible legerdemain. Clubs can set their enemies on 
  fire, tumble them down hills, or pull blackbirds from 
  fire, tumble them down hills, or pull blackbirds from 
  a pie. Clubs begin the game knowing the minor arcana 
  a pie. Clubs begin the game knowing the minor arcana 
  Candlestick. Through their adventures, they can learn 
  Candlestick. Through their adventures, they can learn 
  the Fall down and Blackbirds arcana. A club may add 
  the Fall down and Blackbirds arcana. A club may add 
  either his Agility modifier or Intelligence modifier to 
  either his Agility modifier or Intelligence modifier to 
  his Action Dice rolls when attempting minor arcana. 
  his Action Dice rolls when attempting minor arcana. 
  This choice is made once, when the club first adopts his 
  This choice is made once, when the club first adopts his 
  suit, and cannot be changed afterward. Like all knaves, 
  suit, and cannot be changed afterward. Like all knaves, 
  clubs add their Luck modifier to the Trump Die.
  clubs add their Luck modifier to the Trump Die.
  Minor arcana (clubs) – Candlestick
  Minor arcana (clubs) – Candlestick
  The knave prestidigitates a spark of fire, setting his 
  The knave prestidigitates a spark of fire, setting his 
  enemies ablaze. Because this is a magical attack, the 
  enemies ablaze. Because this is a magical attack, the 
  knave need not be carrying a torch or any other source 
  knave need not be carrying a torch or any other source 
  of flame to make this attack; however, this arcanum 
  of flame to make this attack; however, this arcanum 
  will only affect an opponent if the Action Die shows 
  will only affect an opponent if the Action Die shows 
  their AC or higher. The Trump Die result determines 
  their AC or higher. The Trump Die result determines 
  the intensity of the blaze. The target may spend its 
  the intensity of the blaze. The target may spend its 
  action making a Reflex save to reduce the damage by 
  action making a Reflex save to reduce the damage by 
  half, rounded up. On an Action Die roll of natural 20, 
  half, rounded up. On an Action Die roll of natural 20, 
  the damage cannot be reduced, and the target contin-
  the damage cannot be reduced, and the target contin-
  ues burning, taking additional damage each round on 
  ues burning, taking additional damage each round on 
  the knave’s initiative until it spends its action making a 
  the knave’s initiative until it spends its action making a 
  Reflex save to extinguish itself. The DC for both these 
  Reflex save to extinguish itself. The DC for both these 
  saving throws is 10 plus the Trump Die result. 
  saving throws is 10 plus the Trump Die result. 
  Clubs hop fences and unlock gates. They pluck 
  fruit from orchards, pick flowers from gardens, 
  and poach game from parks. In fair weather, a club 
  might think nothing of sleeping beneath the stars. 
  In the cold or rain, he might break into a house, 
  helping himself to an empty bed, relieving the pan-
  try, larder, and liquor cabinet of as much of their 
  goods as he can eat or carry. In a city, a club might 
  spend his days begging in the square or pawning 
  treasures for pennies, and his nights sleeping on 
  rooftops or helping himself to un-paid-for hospi-
  tality from households and inns alike.
  
  68
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  The knave can also attempt this arcanum to start a fire 
  The knave can also attempt this arcanum to start a fire 
  outside of combat, needing an Action Die roll of 10 or 
  outside of combat, needing an Action Die roll of 10 or 
  higher to succeed, although this carries the normal risk 
  higher to succeed, although this carries the normal risk 
  of disapproval.
  of disapproval.
  Minor arcana (wands) – Fall down
  Minor arcana (wands) – Fall down
  To learn this arcanum, the knave must climb an impassible 
  To learn this arcanum, the knave must climb an impassible 
  mountain, or drink water from a legendary or magical well, 
  mountain, or drink water from a legendary or magical well, 
  or destroy a priceless treasure belonging to a royal owner.
  or destroy a priceless treasure belonging to a royal owner.
  The knave uses a series of feints, dodges, and bluffs to 
  The knave uses a series of feints, dodges, and bluffs to 
  throw his opponents off balance, causing them to make 
  throw his opponents off balance, causing them to make 
  a serious mistake. Although this is a magical attack, this 
  a serious mistake. Although this is a magical attack, this 
  arcanum will only affect an opponent if the Action Die 
  arcanum will only affect an opponent if the Action Die 
  shows their AC or higher. The knave can attempt this 
  shows their AC or higher. The knave can attempt this 
  arcanum against any opponent within 30’ who is paying 
  arcanum against any opponent within 30’ who is paying 
  attention to him, but a distant target will 
  attention to him, but a distant target will only
  only be dam-
   be dam-
  aged by its own mistake, and not by the knave’s attack. 
  aged by its own mistake, and not by the knave’s attack. 
  The Trump Die result determines the severity of the 
  The Trump Die result determines the severity of the 
  target’s mistake.
  target’s mistake.
  The target’s Fumble Die is determined by the knave’s 
  The target’s Fumble Die is determined by the knave’s 
  Trump Die result, and 
  Trump Die result, and not
  not by the target’s armor. The 
   by the target’s armor. The 
  target’s Fumble roll is modified by 
  target’s Fumble roll is modified by the knave
  the knave’s Luck 
  ’s Luck 
  modifier, which is 
  modifier, which is added
  added to Fumble result. In addition, 
   to Fumble result. In addition, 
  on an Action Die roll of natural 20, a pit or crevasse 
  on an Action Die roll of natural 20, a pit or crevasse 
  opens under the target, to a depth of the Trump Die re-
  opens under the target, to a depth of the Trump Die re-
  sult x 5’. The target automatically falls down this hole 
  sult x 5’. The target automatically falls down this hole 
  and takes 1d6 damage for each 10’ it falls.
  and takes 1d6 damage for each 10’ it falls.
  Minor arcana (acorns) – Blackbirds
  Minor arcana (acorns) – Blackbirds
  To learn this arcanum, the knave must eat a captive animal 
  To learn this arcanum, the knave must eat a captive animal 
  or monster while it’s still alive, or steal a magical or legend-
  or monster while it’s still alive, or steal a magical or legend-
  ary food or beverage from its guardians, or serve poisoned 
  ary food or beverage from its guardians, or serve poisoned 
  food to a trusted friend or ally.
  food to a trusted friend or ally.
  The knave prestidigitates a flock of blackbirds that 
  The knave prestidigitates a flock of blackbirds that 
  fight on his behalf. Because this is a magical area attack, 
  fight on his behalf. Because this is a magical area attack, 
  the knave only needs to roll higher than AC 10 on his 
  the knave only needs to roll higher than AC 10 on his 
  Action Die. The Trump Die result determines the num-
  Action Die. The Trump Die result determines the num-
  ber of blackbirds in the flock. On an Action Die roll of 
  ber of blackbirds in the flock. On an Action Die roll of 
  natural 20, the number of birds produced is twenty 
  natural 20, the number of birds produced is twenty plus
  plus 
  the number listed below.
  the number listed below.
  Blackbird: 
  Blackbird: Init +2; Atk beak +1 melee (1d4); AC 10; 
  Init +2; Atk beak +1 melee (1d4); AC 10; 
  HD 1d4; MV fly 40’; Act 1d20; SP 
  HD 1d4; MV fly 40’; Act 1d20; SP disfiguring critical
  disfiguring critical 
  (whenever a blackbird rolls a natural 20 to attack, it 
  (whenever a blackbird rolls a natural 20 to attack, it 
  mars and disfigures the face of its victim, cutting off a 
  mars and disfigures the face of its victim, cutting off a 
  nose or ear, plucking out an eye, etc.); SV Fort +0, Ref 
  nose or ear, plucking out an eye, etc.); SV Fort +0, Ref 
  +2, Will +0; AL N; Crit special.
  +2, Will +0; AL N; Crit special.
  Magic:
  Magic: Clubs have limited spellcasting abilities, granted 
  to them by the Arcana. Clubs learn spells that let them 
  survive outdoors, summon aspects of nature to their aid, 
  overcome barriers, and create minor magical items. A 
  club’s spells are determined completely randomly, by 
  the whim of the Arcana. Each time a club learns a new 
  spell, he rolls on Table K♣-3, based on his current CL, 
  to determine which spell he has learned. Even if a club 
  came across a complete formula for a spell, the Arcana 
  would sooner have him sacrifice it to invoke a major 
  arcana rather than allow him to learn it by reading it.
  The number of spells a club knows, and the maximum 
  level of the spells they may cast, are listed in Table 
  K♣-1. Unlike hearts, clubs have no special restrictions 
  placed on the distribution of their powers across
  the spell levels. For example, a 4th level club could know 
  three first-level spells, three second-level spells, or any 
  combination, based on the will of the Arcana. Because a 
  club’s magical abilities come from the Arcana, he never 
  risks misfire or corruption like wizards do. The penalty 
  for a club who rolls a natural 1 on a spell check is always 
  Deity Disapproval. A club’s spell checks are modified by 
  Intelligence (1d20 + CL + Int modifier).
  ♣♦♥♠
  
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  7171
  ♦ Knaves of Diamonds
   Knaves of Diamonds ♦ ♦
  Diamonds are gamblers, cheats, con artists, and frauds. 
  Diamonds love playing games and placing bets. They’re 
  fond of cards, dice, numbers rackets and lotteries, mer-
  cantile commodities trading, short selling, and currency 
  manipulation – even the “gamble” of buying insurance 
  on someone else’s life or property shortly before an 
  unfortunate “accident” demands a payout. Diamonds 
  are less fond of sport, being more mentally than physi-
  cally active, but do have a soft spot for lawn sports that 
  they can play while holding a drink. Diamonds prefer 
  betting on sports to playing them, and especially like 
  putting wagers on unconventional activities, like the 
  amateur games at a church picnic. When there’s no 
  game to be had, a diamond might try his hand at sell-
  ing fake products, rigged contests, or non-existent real 
  estate – or he make a book and set up himself up as the 
  house (though these ventures tend to be short-lived, as 
  an accumulation of angry punters and defrauded inves-
  tors will eventually force any diamond to fold.)
  Diamonds are the wealthiest knaves. Whether they’re 
  flush with winnings or loaded after a heist, diamonds 
  always seem to have cash on hand, though they spend 
  it and lose it almost as fast as they take it in. Since they 
  know it’ll be gone soon anyway, they drop their coins 
  generously right up to the moment they run out. Di-
  amonds’ lives are boom and bust, with each day’s take 
  determined by last night’s go at the casino, counting 
  house, or betting parlor. They’re the only knaves whose 
  fortunes vary so dramatically from day to day – since 
  the others all rely on more dependable means of main-
  taining their lifestyles – and the only knaves who steal 
  money in order to purchase their luxuries, instead of 
  taking what they want directly – through burglary, 
  seduction, or coercion, as the others do.
  Thieving skills:
  Thieving skills: Diamonds are the most skilled of any 
  knaves, and they are best at the skills that let them cheat 
  at cards, bluff their opponents, and break into locked 
  safes and gambling machines. Unlike other knaves, dia-
  monds are able to backstab surprised or unaware targets 
  to deal extra damage with certain weapons, and achieve 
  automatic critical hits on such attacks. A diamond’s skill 
  modifiers by level are listed in Table K♦-1.
  Minor arcana:
  Minor arcana: The Arcana allow diamonds to play 
  games of chance that their enemies can lose. Diamonds 
  can throw coins as weapons at their enemies, rain pen-
  nies down from heaven onto them, even exchange their 
  enemies’ bodies for cash and prizes. Diamonds begin 
  the game knowing the minor arcana Coin toss. Through 
  their adventures, they can learn the arcana Slot machine 
  and Jackpot.
  A diamond may add either his Agility modifier or Luck 
  modifier to his Action Dice rolls when attempting 
  minor arcana. This choice is made once, when the dia-
  mond adopts his suit, and cannot be changed afterward. 
  Like all knaves, diamonds add their Luck modifier to 
  the Trump Die.
  Luck: 
  Luck: When diamonds spend Luck to modify an oppo-
  nent’s roll, they roll one Trump Die for each point of 
  Luck expended, and apply the result as the total pen-
  alty. A diamond only receives this bonus to reduce his 
  enemies’ rolls, and never to increase his own.
  For example, if a 2nd level diamond spent 4 points of Luck 
  to reduce his opponent’s spell check result, he would roll 4d3 
  Trump Dice, and apply the total as a penalty to spell check 
  (instead of the simple -4 penalty other knaves would inflict).
  
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  Minor arcana (diamonds) – Coin toss
  Minor arcana (diamonds) – Coin toss
  The knave rolls gold coins at his enemies, and the 
  The knave rolls gold coins at his enemies, and the 
  Arcana briefly transform them into giant Yappian stone 
  Arcana briefly transform them into giant Yappian stone 
  coins which strike before crumbling to dust and vanish-
  coins which strike before crumbling to dust and vanish-
  ing.
  ing.
  In this game, the knave pays a small stake, the Action 
  In this game, the knave pays a small stake, the Action 
  Die determines whether or not a particular opponent 
  Die determines whether or not a particular opponent 
  can be affected, and the Trump Die determines both 
  can be affected, and the Trump Die determines both 
  how badly each opponent is damaged (and how much 
  how badly each opponent is damaged (and how much 
  the knave wins from playing).
  the knave wins from playing).
  The knave may use this arcanum to target any number 
  The knave may use this arcanum to target any number 
  of opponents. First, he must pay a stake of 1 gp per op-
  of opponents. First, he must pay a stake of 1 gp per op-
  ponent he wishes to target. Second, he rolls his Action 
  ponent he wishes to target. Second, he rolls his Action 
  Die. Although it is a magical attack, this arcanum will 
  Die. Although it is a magical attack, this arcanum will 
  only affect opponents if the Action Die shows their AC 
  only affect opponents if the Action Die shows their AC 
  or higher. Third, the knave rolls his Trump Die. If 
  or higher. Third, the knave rolls his Trump Die. If 
  the Trump Die shows 3 or higher, those opponents are 
  the Trump Die shows 3 or higher, those opponents are 
  affected according to the table below.
  affected according to the table below.
  For example, suppose that a 3rd level knave targets two ene-
  For example, suppose that a 3rd level knave targets two ene-
  mies, one wearing no armor and one wearing leather armor. 
  mies, one wearing no armor and one wearing leather armor. 
  The knave pays 2 gp. He rolls an 11 on his Action Die and a 
  The knave pays 2 gp. He rolls an 11 on his Action Die and a 
  4 on his Trump Die. He hits the unarmored opponent with 
  4 on his Trump Die. He hits the unarmored opponent with 
  a tossed coin, and rolls 1d4 damage. His Action Die roll was 
  a tossed coin, and rolls 1d4 damage. His Action Die roll was 
  not high enough to hit his armored opponent.
  not high enough to hit his armored opponent.
  Minor arcana (pentacles) – Slot machine
  Minor arcana (pentacles) – Slot machine
  To learn this arcanum, the knave must kill a robot or android, or gamble with a supernatural 
  To learn this arcanum, the knave must kill a robot or android, or gamble with a supernatural 
  being, or witness the destruction of an entire city by an aerial attack.
  being, or witness the destruction of an entire city by an aerial attack.
  The knave tosses handfuls of gold coins into the air, and the Arcana briefly transform 
  The knave tosses handfuls of gold coins into the air, and the Arcana briefly transform 
  them into giant Yappian stone coins which rain down on the knave’s enemies from over-
  them into giant Yappian stone coins which rain down on the knave’s enemies from over-
  head before crumbling to dust and vanishing.
  head before crumbling to dust and vanishing.
  In this game, the knave pays a stake, the Action Die determines whether he is allowed to 
  In this game, the knave pays a stake, the Action Die determines whether he is allowed to 
  play, the Trump Die determines how many Slot Dice may be rolled, and the Slot Dice 
  play, the Trump Die determines how many Slot Dice may be rolled, and the Slot Dice 
  determine whether each opponent is affected (and how much the knave wins for playing).
  determine whether each opponent is affected (and how much the knave wins for playing).
  The knave may use this arcanum to target any number of opponents. First, he must pay 
  The knave may use this arcanum to target any number of opponents. First, he must pay 
  a stake of 1 gp 
  a stake of 1 gp per
  per HD for each opponent he targets. Second, he rolls his Action Die. 
   HD for each opponent he targets. Second, he rolls his Action Die. 
  Because this is a magical area attack striking from overhead, the knave only needs to roll 
  Because this is a magical area attack striking from overhead, the knave only needs to roll 
  higher than AC 10; however, he cannot affect enemies who are farther than 30’ away or 
  higher than AC 10; however, he cannot affect enemies who are farther than 30’ away or 
  who are underneath hard cover. Third, he rolls his Trump Die. If the Trump Die shows 
  who are underneath hard cover. Third, he rolls his Trump Die. If the Trump Die shows 
  3 or higher, he may roll the designated number of Slot Dice to determine the result of his 
  3 or higher, he may roll the designated number of Slot Dice to determine the result of his 
  attack.
  attack.
  Slot Dice that show only singles have no effect. Slot Dice that show DOUBLES allow the 
  Slot Dice that show only singles have no effect. Slot Dice that show DOUBLES allow the 
  knave to roll 2 Trump Dice 
  knave to roll 2 Trump Dice plus
  plus the value of the double (1-6) to damage his opponents. 
   the value of the double (1-6) to damage his opponents. 
  Slot Dice that show TRIPLES allow the knave to roll 3 Trump Dice 
  Slot Dice that show TRIPLES allow the knave to roll 3 Trump Dice plus
  plus the value of the 
   the value of the 
  triple to damage his opponents. In addition, on any triple, the knave recovers his initial 
  triple to damage his opponents. In addition, on any triple, the knave recovers his initial 
  stake for one of his targets. 
  stake for one of his targets. 
  Slot Dice that show a YAHTZEE allow the knave to roll 5 Trump Dice 
  Slot Dice that show a YAHTZEE allow the knave to roll 5 Trump Dice plus
  plus the value 
   the value 
  of the yahtzee to damage his opponents. In addition, on any yahtzee, the knave recovers 
  of the yahtzee to damage his opponents. In addition, on any yahtzee, the knave recovers 
  double
  double his initial stake for 
   his initial stake for all
  all his targets. 
   his targets. 
  Note that on an initial Trump Die result of 4 or higher, it is possible for the knave to roll 
  Note that on an initial Trump Die result of 4 or higher, it is possible for the knave to roll 
  multiple successes on his Slot Dice. If he does, follow the instructions separately for each 
  multiple successes on his Slot Dice. If he does, follow the instructions separately for each 
  success.
  success.
  For example, suppose that a 3rd level knave targets two enemies, one with 3 HD and one with 
  For example, suppose that a 3rd level knave targets two enemies, one with 3 HD and one with 
  5 HD. The knave pays a stake 8 gp. He rolls an 11 on his Action Die and a 4 on his Trump Die, 
  5 HD. The knave pays a stake 8 gp. He rolls an 11 on his Action Die and a 4 on his Trump Die, 
  allowing him to roll 4d6 Slot Dice. He rolls 1, 1, 1, 1. He reads this as a triple and deals 3d4+1 
  allowing him to roll 4d6 Slot Dice. He rolls 1, 1, 1, 1. He reads this as a triple and deals 3d4+1 
  damage to each opponent. He recovers 5 gp from the attack.
  damage to each opponent. He recovers 5 gp from the attack.
  
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  75
  Minor arcana (bells) – Jackpot
  Minor arcana (bells) – Jackpot
  To learn this arcanum, the knave must gamble with his own 
  To learn this arcanum, the knave must gamble with his own 
  life or soul as the stake, or steal a magical or legendary trea-
  life or soul as the stake, or steal a magical or legendary trea-
  sure that’s guarded by the fey, or travel overland along a path 
  sure that’s guarded by the fey, or travel overland along a path 
  marked out by a rainbow or falling star.
  marked out by a rainbow or falling star.
  The knave tosses handfuls of gold coins into the air, and 
  The knave tosses handfuls of gold coins into the air, and 
  the Arcana allow him a play a game for the chance to 
  the Arcana allow him a play a game for the chance to 
  transform his enemies into more coins that fall from the 
  transform his enemies into more coins that fall from the 
  sky where they previously stood.
  sky where they previously stood.
  In this game, the knave pays an expensive stake, the Ac-
  In this game, the knave pays an expensive stake, the Ac-
  tion Die determines whether he is allowed to play, the 
  tion Die determines whether he is allowed to play, the 
  Slot Dice are rolled automatically for each opponent 
  Slot Dice are rolled automatically for each opponent 
  and determine whether that opponent is affected, and 
  and determine whether that opponent is affected, and 
  the Trump Die determines how much the knave wins for 
  the Trump Die determines how much the knave wins for 
  playing. The knave may use this arcanum to target any 
  playing. The knave may use this arcanum to target any 
  number of opponents. First, he must pay a stake of 10 gp 
  number of opponents. First, he must pay a stake of 10 gp 
  per HD for each opponent he targets. Second, he rolls 
  per HD for each opponent he targets. Second, he rolls 
  his Action Die. Because this is a magical area attack, the 
  his Action Die. Because this is a magical area attack, the 
  knave only needs to roll higher than AC 10; however, 
  knave only needs to roll higher than AC 10; however, 
  he cannot affect enemies who are farther than 30’ away. 
  he cannot affect enemies who are farther than 30’ away. 
  Third, he rolls his Trump Die. If the Trump Die shows 
  Third, he rolls his Trump Die. If the Trump Die shows 
  3 or higher, he may roll 3 Slot Dice per target HD to 
  3 or higher, he may roll 3 Slot Dice per target HD to 
  determine the result of the attack. 
  determine the result of the attack. 
  The Trump Die result determines his prize if he wins 
  The Trump Die result determines his prize if he wins 
  the Arcana’s game. The knave rolls 3 Slot Dice at a 
  the Arcana’s game. The knave rolls 3 Slot Dice at a 
  time, and he rolls once for each of his targets’ HD, that 
  time, and he rolls once for each of his targets’ HD, that 
  is, once for each 10 gold coins he paid as his stake. The 
  is, once for each 10 gold coins he paid as his stake. The 
  Slot Dice are always judged in groups of three, with 
  Slot Dice are always judged in groups of three, with 
  each new roll considered separately. Slot Dice that show 
  each new roll considered separately. Slot Dice that show 
  only singles or doubles have no effect. Slot Dice that 
  only singles or doubles have no effect. Slot Dice that 
  show TRIPLES cause the knave’s enemies to transform 
  show TRIPLES cause the knave’s enemies to transform 
  into a shower of coins, as indicated by the Trump Die 
  into a shower of coins, as indicated by the Trump Die 
  result. Add the value of the triple (1-6) to the target’s 
  result. Add the value of the triple (1-6) to the target’s 
  HD to determine the prize amount. Each triple causes 
  HD to determine the prize amount. Each triple causes 
  one enemy to transform into coins, with enemies with 
  one enemy to transform into coins, with enemies with 
  the lowest HD affected first. The knave continues roll-
  the lowest HD affected first. The knave continues roll-
  ing this way until he’s rolled 3 Slot Dice for each HD 
  ing this way until he’s rolled 3 Slot Dice for each HD 
  of his original targets or until he runs out of un-trans-
  of his original targets or until he runs out of un-trans-
  formed targets.
  formed targets.
  For example, suppose that a 3rd level knave targets two ene-
  For example, suppose that a 3rd level knave targets two ene-
  mies, one with 3 HD and one with 5 HD. The knave pays 
  mies, one with 3 HD and one with 5 HD. The knave pays 
  a stake of 80 gp. He rolls an 11 on his Action Die and a 4 on 
  a stake of 80 gp. He rolls an 11 on his Action Die and a 4 on 
  his Trump Die. He rolls three Slot Dice, eight times. He gets 
  his Trump Die. He rolls three Slot Dice, eight times. He gets 
  5 rounds of only singles, 2 rounds of doubles, and one round 
  5 rounds of only singles, 2 rounds of doubles, and one round 
  with a triple: 1, 1, 1. The 3 HD opponent vanishes, and 400 
  with a triple: 1, 1, 1. The 3 HD opponent vanishes, and 400 
  copper coins (300 for HD and 100 for the value of the triple) 
  copper coins (300 for HD and 100 for the value of the triple) 
  drop from the sky to land where it had been standing.
  drop from the sky to land where it had been standing.
  ♣♦♥♠
  THIS IS AN ADVERTISEMENT
  
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  ♥ Knaves of Hearts
   Knaves of Hearts ♥
  Hearts are libertines, rakes, seducers, and sadists. Hearts 
  are the most sociable knaves. They attend brunches, tea 
  times, happy hours, dinner parties, after parties, socials, 
  anywhere that people are gathered, weddings, christen-
  ings, and coronations. Hearts are the life of the party. 
  They attend whether they’re invited or not, and they’re 
  almost as happy to crash as to be asked inside. Almost. 
  Hearts have a long memory for slights, faux pas, and 
  insults others deal to them, and no mercy at all when 
  seeking revenge. Hearts particularly go in for orgies, ri-
  ots, potlatches, bacchanals, and other wild parties where 
  property is destroyed and violence is mandatory. 
  When they aren’t at parties, they’re often on dates. 
  Hearts particularly enjoy the company of models, danc-
  ers, courtesans, and call-girls, though they’re content to 
  be seen with a respectable type, especially if she consents 
  to pick up the check. Hearts rarely sleep alone. They 
  seldom sleep in the same bed twice. Hearts are hunters, 
  and they are never lonely long. Hearts wine and dine, 
  dine and dash, grift, and re-gift mementos they’ve stolen 
  from their hostesses’ homes. They steal food off their 
  dinnermates’ plates and slip poison into their enemies’ 
  glasses. Hearts lift wallets, pinch pennies, pocket change, 
  and help themselves to all the finest things in life, wheth-
  er they’re offered to them or not. 
  Thieving skills:
  Thieving skills: Hearts are best at using skills that let 
  them overwhelm their enemy’s defenses by picking their 
  pocket or poisoning them. Hearts are also well-trained 
  in the abilities that best let them violate others’ privacy. 
  Unlike other knaves, hearts are able to read foreign and 
  esoteric languages. A heart’s skill modifiers by level are 
  listed in Table K♥-2.
  Minor arcana:
  Minor arcana: The Arcana allow hearts to push aside 
  their enemies’ defenses. Hearts can steal tarts and weap-
  ons right out from their enemies’ hands, knock them out 
  and leave them defenseless, and mow them down like 
  grass. Hearts begin the game knowing the minor arcana 
  Steal. Through their adventures, they can learn the Stun 
  and Deflower arcana.
  A heart may add either his Agility modifier or Person-
  ality modifier to his Action Dice rolls when attempting 
  minor arcana. This choice is made once, when the heart 
  first adopts his suit, and cannot be changed afterward. 
  Like all knaves, hearts add their Luck modifier to the 
  Trump Die.
   Minor arcana (hearts) – Steal
  Minor arcana (hearts) – Steal
  The knave aims his attack to distract his opponent while 
  he uses his free hand to snatch away one of their be-
  longings. Low Trump Die results allow the knave to steal 
  relatively small and mundane items; higher results allow 
  him to increasingly large and unwieldy objects. The power 
  of the Arcana allows the knave to accomplish otherwise 
  impossible thefts, including pulling the weapon from his 
  enemy’s hands or stripping the armor off their back. The 
  knave can only attempt this arcanum when using a weap-
  on small enough to be wielded in one hand, or a hooked 
  or curved weapon that can carry away the stolen object as 
  the knave withdraws it. The Trump Die result determines 
  the size of the item that can be stolen.
  Animals and familiars abducted this way should be 
  considered removed from combat, unless the knave turns 
  from attacking their master to attacking them, in which 
  case they may defend themselves. (At the judge’s discre-
  tion, a knave might even be able to abduct a non-combat-
  ant hireling or companion on a Trump Die result of 6, or 
  a mercenary or bodyguard on a result of 7 or higher.)
  The Devil
  XV.
   Minor arcana (cups) – Stun
  Minor arcana (cups) – Stun
  To learn this arcanum, the knave must receive an invita-
  tion to become the consort of a royal or supernatural being, or 
  consume a magical or legendary food or beverage, or serve a 
  poisoned drink to a trusted friend or ally.
  The knave aims his attack to disable or disorient his op-
  ponent by knocking the wind from their lungs, boxing 
  their ears, concussing them, or otherwise temporarily 
  rendering them insensate. The knave can only attempt 
  this arcanum when using a bludgeoning weapon. 
  This arcanum is most effective when the knave acts earlier 
  in the initiative order than his enemy does. The Trump 
  Die result determines how thoroughly the knave’s ene-
  my is disabled.
  
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   Minor arcana (roses) – Deflower
  Minor arcana (roses) – Deflower
  To learn this arcanum, the knave must receive a declara-
  tion of true love from a royal or supernatural being, or kill a 
  last-of-its-kind unique and defenseless plant or animal, or 
  destroy a unique and one-of-a-kind priceless object.
  This arcanum can only be used against a plant or fey 
  creature with extremely strong ties to plantlife (such as 
  a dryad, sugarplum fairy, or a flower-maiden).
  The knave loses all control and attacks the plant with 
  unrelenting ferocity. He stomps the plant, pulls the 
  petals off of it, tears at its leaves, breaks its stem. Once 
  the knave uses this arcanum against a plant, he cannot 
  stop himself from attacking it until one of them is dead. 
  The knave’s weapon determines the damage dice rolled 
  for this arcanum. The Trump Die result how badly the 
  knave savages his victim.
  Magic:
  Magic: Hearts have limited spellcasting abilities, 
  granted to them by the Arcana. A heart learns spells 
  that let him dazzle or deceive his enemies, contain or 
  incapacitate them, or punish them for defying his will. 
  A heart’s spells are determined completely randomly, by 
  the whim of the Arcana. Each time a heart learns a new 
  spell, he rolls on Table K♥-3, based on the spell level, 
  to determine which spell he has learned. Even if a heart 
  came across a complete formula for a spell, the Arcana 
  would sooner have him sacrifice it to invoke a major 
  arcana rather than allow him to learn it by reading it. 
  ♣♦♥♠
  The number of spells a heart knows, by level, are listed 
  in Table K♥-1. Unlike clubs, hearts have strict require-
  ments for the distribution of their spells across the spell 
  levels. For example, a 4th level club will always know 
  three first-level spells and one second-level spell. Because 
  a heart’s magical abilities come from the Arcana, he 
  never risks misfire or corruption like wizards do. The 
  penalty for a heart who rolls a natural 1 on a spell check 
  is always Deity Disapproval. A heart’s spell checks are 
  modified by Personality (1d20 + CL + Pers modifier).
  
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  8181
  ♠ Knaves of Spades
   Knaves of Spades ♠ ♠
  Spades are thugs, bullies, torturers, and toughs. Spades 
  prefer to live in cities: cities are where the people are, 
  and people are what spades command. Spades surround 
  themselves with an army of toadies, flunkies, syco-
  phants, and yes-men, and those they can’t impress into 
  loyalty they browbeat into submission. A spade’s reti-
  nue always contains as many unwilling types as he can 
  corral without risking mutiny. Spades cut an impressive 
  figure. They drape themselves in splendor, wearing the 
  finest arms and armor, scraps of uniforms, medals and 
  honors, all stolen of course – spades don’t earn awards, 
  spades don’t earn anything. Like all knaves, spades take.
  Spades love combat and violence of all sorts, both 
  watching and participating: donnybrook, mumble-
  ty-peg, bare-knuckle brawling, bear baiting, bull 
  fighting, cock fighting, dog fighting, dog racing, horse 
  racing, horse whipping, public floggings, public exe-
  cutions, trial by combat, staged fights, fixed fights, but 
  never honorable duels – there’s nothing spades hate 
  more than a fair fight. 
  Spades enjoy hunting, and especially the trophies that 
  come with it: taxidermy, antlers, pelts – though their 
  idea of “hunting” is usually to catch and animal in a 
  trap or snare and shoot it while it’s immobilized. Going 
  way down among the leaves so green only appeals if 
  they’re poaching on someone else’s land; otherwise it 
  sounds perilously close to “work,” which is for boys, 
  not masters. Spades sometimes take part in wars and 
  mass combat, always in command of a troop of mer-
  cenaries or irregulars, and often the lone survivor of a 
  suicidal foray. A spade running from combat will pause 
  only to kill the other deserters for their cowardice.
  Weapon training: 
  Weapon training: Spades receive a higher attack bonus 
  than other knaves. They are proficient with all weap-
  ons. The spade’s new attack modifier is listed in Table 
  K♠-1.
  Critical hits: 
  Critical hits: Spades are more likely to get critical hits 
  in combat, and they tend to get more destructive results 
  when they do. Spades roll on a table with more devas-
  tating effects than other knaves. Spades also roll critical 
  hits more often, scoring a crit on any natural roll of 
  19-20, with the threat range increasing to 18-20 at 6th 
  level. The spade’s new critical hit table and dice, and his 
  improved threat range, are listed in Table K♠-1.
  Thieving skills:
  Thieving skills: Spades are the best at skills related to 
  traps, and are also well-trained at the most physical 
  and martial of thieving skills. They are worst at skills 
  requiring subtlety or subterfuge. Spades cannot forge 
  documents. Unlike other knaves, spades can backstab 
  surprised or unaware targets to deal extra damage with 
  certain weapons, and achieve automatic critical hits on 
  such attacks. They are also able to find, disable, and 
  reset traps, and they frequently use this ability to cap-
  ture other humans. A spade’s skill modifiers by level are 
  listed in Table K♠-2.
  Minor arcana:
  Minor arcana: The Arcana empower spades to feats of 
  cruelty and athletic prowess. Spades can inflict bleed-
  ing wounds, strike multiple opponents with one blow, 
  and lop their enemies’ heads clean off in a single strike. 
  Spades begin the game knowing the minor arcana Rip. 
  Through their adventures, they can learn the arcana 
  Slay and Snicker-snack.
  A spade may add either his Agility modifier or Strength 
  modifier to his Action Dice rolls when attempting 
  minor arcana. This choice is made once, when the spade 
  first adopts his suit, and cannot be changed afterward. 
  Like all knaves, spades add their Luck modifier to the 
  Trump Die.
   Minor arcana (spades) – Rip
  Minor arcana (spades) – Rip
  The knave aims his attack to cut open an artery or pierce 
  an internal organ, creating a wound that continues to bleed 
  freely after he withdraws his weapon. The knave can only 
  attempt this arcanum when using a bladed weapon. The 
  Trump Die determines the severity of the wound.
   Minor arcana (swords) – Slay
  Minor arcana (swords) – Slay
  To learn this arcanum, the knave must kill two or more giants in 
  a single session of combat, or steal a magical or legendary treasure 
  that’s guarded by giants, or travel to the realms above the clouds 
  and return to the earth.
  The knave leaps and dashes among his enemies, running 
  them through with a single, continuous slash of his weapon. 
  The power of the Arcana speeds the knave’s attack, letting 
  him make impossible jumps and remain aloft as though he 
  was momentarily weightless.
  The knave may use this arcanum to attack multiple enemies 
  with a single Action Die. First, the knave rolls his Action 
  Die. The attack can only strike enemies whose AC is lower 
  than the Action Die roll. Second, he rolls his Trump Die. 
  The Trump Die result determines how many enemies the 
  attack can strike. The knave may hit fewer enemies than the 
  Trump Die result indicates, but he can never hit more.
  A judge who is using miniatures to
  represent the combat should allow the
  knave’s attack to strike enemies in a
  straight line, with those closest to the
  knave affected first. A judge who is using
  only narration to represent combat
  should allow the knave’s attack to strike
  enemies with the lowest AC first.
  
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   Minor arcana (shields) – Snicker-snack
  Minor arcana (shields) – Snicker-snack
  To learn this arcanum, the knave must kill a dragon, or execute an innocent 
  prisoner at the request of a royal judge, or steal a magical or legendary sword 
  from its guardians.
  The knave aims his attack at his enemy’s neck, lopping off its head with a 
  single overpowering strike, killing it instantly. The might of the Arcana 
  empowers the knave’s strike, allowing him to slice through armor and 
  bone in a single cut. The knave can only attempt this arcanum when using 
  a bladed weapon. The Trump Die result determines how powerful an ene-
  my the knave can decapitate with a single strike.
  ♣♦♥♠
       L is for
  is for
      Lemurian
  Lemurian
  Your race was once, long ago, the ruler of the Lost 
  World. But then came the Atlanteans. They used 
  evil sorcery to destroy and enslave your people. 
  They took the Lemurian cities and artifacts and 
  corrupted them. Now, these ruins are your home.  
  You are a strong and proud ape-man, a great war-
  rior and protector of the Lost World. After the fall 
  of the atlantean race, the ape-men returned to 
  their former cities and promised not to let
  anyone hold that much power over sorcery
  again. Because of that, you and all your
  brothers in arms train everyday to become
  the strongest defenders of reality and the
  Lost World. But now, a new race of people
  is invading your dominion searching for
  secrets that should be left undisturbed. 
   
  A Lemurian character is a strong warrior,
  sworn to defend the Lost World against
  evil sorcerers. They have a natural resistance 
  against magic and are capable of detecting the 
  presence of sorcery nearby. They can also enter a 
  battle frenzy that makes them stronger and more 
  resilient, but the Lemurians avoid doing this, 
  because they can’t quite control themselves when 
  in that state. For them, it’s a mixture of curse and 
  blessing, a heritage from the times they were under 
  the service of the atlanteans.
  Hit points:
  Hit points: Lemurians receive 1d14 hit points
  per level.
  Weapon Training:
  Weapon Training: The Lemurian society was once
  an advanced civilization, but after thousands of years
  under the oppression of the Atlanteans, they now hav a medieval level of technology and thus they are 
  proficient with the use of battleaxe, blowgun, club, dagger, dart, flail, handaxe, javelin, lance, longbow, 
  longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two handed sword, warhammer. 
  Lemurians don’t usually wear armor, which they consider a sign of weakness, but they are fond of heavy 
  shields which they paint with their tribe’s symbols.
  
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  Alignment: 
  Alignment: The majority of Lemurians are of 
  lawful alignment. Their warrior like traditions and 
  their sense of duty to one another and the pres-
  ervation of the Lost World against sorcery forms 
  their way of thinking. Rarely is there a Lemurian 
  with a different perspective about the world, most 
  of these being exiled from their rigid and honor- 
  bound society. Neutral ones usually see beyond 
  the black and white philosophy that sorcery is evil 
  and recognize there can be magicians that use their 
  powers for other purposes, maybe even good. Cha-
  otic Lemurians, however, are usually radicals that 
  ignore the code of honor of their people and turn 
  into reckless avengers, hunters of sorcerers and 
  other sinister creatures. 
   
  Deed die: 
  Deed die: As with the Warrior class from the DCC 
  RPG core rulebook, Lemurians use a Deed die to 
  determine their attack bonus (which is also applied 
  to the damage roll). 
   
  Mighty Deed of Arms: 
  Mighty Deed of Arms: As with the Warrior class 
  from the DCC RPG core rulebook, Lemurians can 
  perform Mighty Deeds. See the DCC RPG core 
  rulebook for more information.
  Battle fury: 
  Battle fury: The warriors of the Lemurian society 
  are capable of entering a battle fury that makes 
  them stronger and almost unstoppable, although 
  without self control. If a Lemurian desires to enter 
  this battle rage, he must succeed at a DC 10 Will 
  save. In that state of mind, his Deed die receives 
  a +2d bonus in the dice chain, making him more 
  likely to hit his enemies and his attacks more dam-
  aging. This fury lasts for 2d6 + level rounds. During 
  that time, the character must attack the nearest 
  creature, whether that’s an ally or enemy. A Lemu-
  rian can forcibly end this rage by succeeding in a 
  DC 15 Will save at any time. However, he suffer a 
  –1d penalty to his deed die for 3 turns (30 minutes) 
  after the rage ends.
  Some situations, however, can force the character 
  into this battle fury without his control. The smell 
  of sorcery, especially from an unfamiliar source, 
  can cause this rage to take control of a Lemurian. 
  Whenever the Judge deems appropriate, the Le-
  murian must succeed in a DC 15 Will save or enter 
  this state of mind - seeking the destruction of the 
  source of magic that caused this change.
  Smell sorcery:
  Smell sorcery: Lemurians have a strong dislike for 
  sorcery and it’s users. In their past, they were en-
  slaved by the sorcerous atlanteans and learned to 
  hate anyone who can manipulate cosmic energies 
  through magic or force of will. Because of this, they 
  developed a sixth sense for the presence of magic 
  auras and can smell the foul odor of sorcery when 
  it is nearby. This ability functions just like the 
  detect magic spell and the Lemurian makes a “spell 
  check” by rolling a d20 and adding his Personality 
  modifier and level. Lemurians, however, do not 
  suffer corruption, patron taint, misfire nor can they 
  lose this ability.
  Feats of strength:
  Feats of strength: Lemurians can add their deed 
  die to strength checks and can perform impressive 
  deeds with their raw physical prowess as if it was a 
  mighty deed of arms.
  Warrior’s honor:
  Warrior’s honor: The Lemurian society is bound 
  by traditions, rituals and honor. Each tribe of this 
  warrior people has a specific code of honor regard-
  ing the way combat should proceed, how to treat 
  their enemies and all manner of things. The player 
  should come up with at least 3 rules the ape-man 
  should follow regarding these matters and abide by 
  them or suffer the consequences of their dishonor 
  (being exiled from their people, being hunted by 
  former companions, and other bad things). Some 
  examples of warrior’s honor can be generated using 
  the table below.
  Tough skin: 
  Tough skin: Their war like traditions has made 
  some of the Lemurians better suited to battle. 
  Lemurians adds their Stamina modifier to their AC, 
  because of their rugged skin. This bonus, however 
  does not stack with normal armor worn.
  Old Memories:
  Old Memories: When a Lemurian tries to operate 
  ancient technological (not sorcerous) artefacts, 
  they receive +1d to such attempts.
  Action dice: 
  Action dice: Lemurians can use their action dice for 
  attacks and other actions as normal.
  
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  There are lands in which a curious practice is observed, 
  whereby 10 year-olds are given license to travel the 
  world and take up the vocation of ‘Monster Trainer’. 
  These youngsters are allowed - nay, encouraged - to 
  bend the wills of the various creatures that infest their 
  planet to the purpose of battling!  Battling in arenas, on 
  dusty roads, in dark alleys - wherever creatures and 
  suitable locations may be found.  By this do they gain 
  glory and renown and (hopefully) reduce the urges of 
  other kinds of heroics, and coincidentally reduce the 
  number of vicious, uncontrolled brutes that wander 
  their Aereth.  The practice is so well respected that 
  a great many of the peoples of those lands view this 
  employment as noble, and every parent awaits the time 
  when they may let their child loose upon the world.  In 
  some cities, the primary entertainment of the populous 
  is to watch these children - and the occasional idiosyn-
  cratic adult - do battle with their trained and vicious 
  pets.  Many of these children do not return from their 
  journeys, but a fair enough few go on to become famous 
  celebrities and notable heroes. Their pets are often 
  known the world over and recognized by young chil-
  dren of every nation, and vast sums are made by selling 
  their images in the form of plush toys and children’s 
  games…
  A Monster Trainer has chosen to travel the land, search-
  ing far and wide, to catch and train monsters of every 
  variety and disposition.  How they do this varies in par-
  ticulars - some use enchanted gems, some use wands or 
  tarrochi-like cards, and others use technological puzzle 
  boxes.  Other methods are known and accepted, and 
  indeed one Monster Trainer may capture and control 
  monsters by several means.  They share in common the 
  drive to employ creatures to battle enemies: usually oth-
  er monsters in relatively safe, ritualized combats.  But 
  sometimes a Monster Trainer may be encouraged to use 
  the skills of his charges against troops or for political or 
  ideological purposes. Occasionally, a Monster Trainer 
  may take up base criminality - one such gang involved 
  themselves in a vast criminal conspiracy to subvert the 
  democracy of an entire planet through individual cells 
  of 2 Monster Trainers and their collections of vicious 
  brutes.
   M
   M is for
  is for Monster            
  Monster            
   Trainer
   Trainer
  Hit Points:
  Hit Points: A Monster Trainer gains 1d6 Hit Points at 
  each level, plus Stamina bonuses.
  Weapon training:
  Weapon training: A Monster Trainer may use the 
  following weapons: crossbow, dagger, dart, mace, nets, 
  short sword, slings, spears, and staff.
  Alignment:
  Alignment: Monster Trainers’ motives sometimes 
  vary, but Lawful ones tend to form close bonds to their 
  collected pets, doing what they may to treat them well 
  and keep them safe from harm - within limits, obvious-
  ly.  Neutral ones often breed and study their collections 
  closely for scientific and mystical edification.  Chaotic 
  Monster Trainers generally exploit the abilities of their 
  collected monsters for personal gain without regard to 
  their companions’ welfare or wishes.
  I Choose You: 
  I Choose You: At 1st level, a Monster Trainer gains 
  a lowly companion creature as its first entry into the 
  mysteries of training and battling monsters. This is 
  determined and is treated in exactly the same manner 
  as a Wizard’s familiar, and may even grant the use of 
  a spell in the case of an Arcane familiar, although a 
  Monster Trainer may never use better than a d14 to cast 
  the spell and may not Spellburn (but Luck may still be 
  burned to improve the roll).  See page 317 of the DCC 
  Core Book for more details. If this creature is killed or 
  otherwise lost, the Monster Trainer may not advance in 
  level until another is acquired, or another monster from 
  her collection is selected as the primary companion. 
  This primary companion will take direction from the 
  Monster Trainer without question (contrary to the rules 
  below), but its motives may be its own and personalities 
  may conflict as suits the narrative.
  It Is Necessary to Collect All of The Monsters:
  It Is Necessary to Collect All of The Monsters: In addi-
  tion to his or her primary companion creature, a Mon-
  ster Trainer may keep up to 4 other creatures plus his or 
  her level, modified by his or her Personality bonus. All 
  Monster Trainers start with their primary familiar com-
  panion and no others, and the rest must be acquired by 
  adventure and by quest. When a sought-after creature is 
  found, the Monster Trainer must first best it in combat 
  in the following fashion:  Using the powers or physical 
  attacks of its current panoply of monsters, or through 
  raw physical or other kinds of attacks, the target crea-
  ture’s Hit Points are lowered - just short of killing it. 
  Then, whatever means the Monster Trainer uses to 
  bend monsters to its will is applied.  It may be a psychic 
  phenomenon, or an enchanted gem, or a space-warping 
  gadget (these must be specified by the player).  
  At this point, the creature must make a DC 8 Will Save, 
  plus its remaining Hit Points and Will Save modifier, 
  MINUS the Monster Trainer’s Level and Personali-
  ty Bonus.  Should the creature fail, it is enchanted and 
  becomes the companion (perhaps a begrudging one) of 
  the Monster Trainer permanently until destroyed or 
  released from servitude. If the creature passes the Save, 
  then it suffers no further harm but may escape, attack, or 
  bargain if capable as the Judge sees fit.  Many a Monster 
  Trainer has died in pursuit of exotic and dangerous crea-
  tures at the start of their careers, although these probably 
  had little promise to start with… Monsters collected this 
  way may be released at any time; if they become freely 
  hostile then they will forever gain a +2d bonus to attacks 
  against the Monster Hunter.
  I Command You to Attack, NOW!: 
  I Command You to Attack, NOW!: The Monster Train-
  er’s special expertise is in using her creature companions’ 
  attacks in battle, and directing it skillfully with a keen 
  eye to the various interplays of strengths and weaknesses 
  inherent in monsters. As an Action, a Monster Trainer 
  may call forth one of its non-primary companion crea-
  tures to do battle for it, or dismiss that creature from 
  battle. Further, as an Action, the Monster Trainer may 
  direct the creature to attack a target of her choosing with 
  whatever natural attacks, powers, weapons, or (rarely) 
  spells it may possess, or specific ones the trainer may feel 
  are appropriate! The creature uses the Monster Trainer’s 
  Action Die and Command Die, and the creature’s inher-
  ent bonuses apply.  If the creature’s Hit Dice outnumber 
  the Monster Trainer’s level, then the creature will only 
  take direction if it fails a DC12 Will Save, adjusted up-
  ward by the Trainer’s Personality bonus.  Note that the 
  Trainer may burn Luck to increase the difficulty of this 
  Will Save. If the creature passes its Will Save in this case, 
  it will do as the Judge determines short of attacking or 
  leaving the Monster Trainer or it’s master’s companions.
  Gosh, Are You Okay?:
  Gosh, Are You Okay?: As an Action, a Monster Trainer 
  may tend to his or her creature’s wounds, curing it of 1 
  Hit Die of damage per level he or she has attained, per 
  day, per creature.  It is possible but inadvisable to do 
  this in the midst of combat, and most trainers wait until 
  battles are over.
  Action dice:
  Action dice: Monster Trainers use their Action dice for 
  any normal activity, their class-derived abilities, and skill 
  checks.  If a Monster Trainer’s companion Arcane fa-
  miliar grants him or her a spell, he or she may only ever 
  cast that spell with a d14, with the previously explained 
  modifiers applying.
  
  88
  88
  89
  89
  I Know This!:
  I Know This!: Monster Trainers tend to amass a great 
  deal of knowledge about the creatures they collect and 
  face in battle.  They may burn Luck to apply to attack, 
  damage, or spell or power rolls, or Skill Checks related 
  to Monster Lore or husbandry. Luck burned in this 
  way does not return automatically, but does provide a 
  d4 bonus to their personal attempts.  If used to assist 
  a companion creature, then Luck burned in this way 
  provides a d6 bonus per Luck point burned. Further, 
  if a Monster Trainer has faced a particular monster 
  species before, then they automatically gain a +2 bonus 
  to all rolls against that creature, as do their companion 
  creatures.
  THIS IS NOT MY FINAL FORM!:
  THIS IS NOT MY FINAL FORM!: If a Monster 
  Trainer’s creature has fewer HD than her level, then 
  after any victorious fight it it may spontaneously evolve 
  into a more dangerous form with 1d3 more HD than 
  it had before, with concomitant HP and a different 
  panoply of attacks, or increased damage dice for attacks 
  it already had. Roll 1d6: on a 1-2, the monster gains a 
  new 1d8 attack form that it previously did not have. On 
  a 3-4, all of the monster’s attacks improve by +1d. On a 
  5, it gains a new method of locomotion, at 20’. On a 6, 
  it gains one new creature non-attack ability determined 
  by the Judge (or rolled randomly if you use some other 
  method). The evolution occurs on a nominated creature 
  on any d20 Luck check, and may be attempted one time 
  per monster per session. Note well, an evolution may 
  put a controlled creature’s HD higher than the Train-
  er’s level and it may balk at being given commands, 
  despite previous sound relationships!
  N is for
  is for Ninja 
  Ninja 
  Vampire
  ampire
  You are one of the ancient ones known as Kyuketsuki. 
  You are one of the ancient ones known as Kyuketsuki. 
  You have been trained in the way of the Ninja. Your body 
  You have been trained in the way of the Ninja. Your body 
  may be that of a withered husk, but the skill and power 
  may be that of a withered husk, but the skill and power 
  that reside in a Kyuketsuki ninja is great.
  that reside in a Kyuketsuki ninja is great.
  Your abilities are many, your sword is quick and
  Your abilities are many, your sword is quick and
  silent, and your magic is on a level that is unmatched. 
  silent, and your magic is on a level that is unmatched. 
  Your dark magic mixed with your skill as a bloodthirsty 
  Your dark magic mixed with your skill as a bloodthirsty 
  ninja make you a plague of exsanguination.
  ninja make you a plague of exsanguination.
   
  The Kyuketsuki ninja magic revolves around 
   
  The Kyuketsuki ninja magic revolves around 
  stealth and the abilities bestowed upon them by their cho-
  stealth and the abilities bestowed upon them by their cho-
  sen deity. Kyuketsuki serve the old dark gods and, as their 
  sen deity. Kyuketsuki serve the old dark gods and, as their 
  servants, they will always be protected. Over time, your 
  servants, they will always be protected. Over time, your 
  appearance has changed to resemble the image of their 
  appearance has changed to resemble the image of their 
  master. As a ninja there is no door you cannot go through, 
  master. As a ninja there is no door you cannot go through, 
  no pocket you cannot pick. You are a quiet wind in the 
  no pocket you cannot pick. You are a quiet wind in the 
  world.
  world.
  Hit points: 
  Hit points: A ninja vampire gains 1d4 hit points each level.
  A ninja vampire gains 1d4 hit points each level.
  Weapon training:
  Weapon training: A ninja vampire is trained in these 
   A ninja vampire is trained in these 
  weapons: Club, Tant
  weapons: Club, Tantō (as Dagger), Shuriken (Ninja Star, 
   (as Dagger), Shuriken (Ninja Star, 
  as Dart) , Ninjat
  as Dart) , Ninjatō (as Short Sword), Katana (as Long 
   (as Short Sword), Katana (as Long 
  Sword), Kusarigama (Sickle and Chain, 1d6 damage,  15
  Sword), Kusarigama (Sickle and Chain, 1d6 damage,  15’ 
  range,  may be used as Garrote), Blowgun, Shikomizue 
  range,  may be used as Garrote), Blowgun, Shikomizue 
  (Iron Folding Fan, as Blackjack), Yari (as Spear), Nagina-
  (Iron Folding Fan, as Blackjack), Yari (as Spear), Nagina-
  ta (as Polearm), and Staff. Ninja vampires typically wear 
  ta (as Polearm), and Staff. Ninja vampires typically wear 
  light armors to avoid detection.
  light armors to avoid detection.
  Alignment:
  Alignment: As servants of the old dark gods, ninja vam-
   As servants of the old dark gods, ninja vam-
  pires all follow the path of chaos.  To stray from this path 
  pires all follow the path of chaos.  To stray from this path 
  is to risk causing their master
  is to risk causing their master’s dark magic to unravel
  s dark magic to unravel… 
  and their bodies to crumble.  Unlike servants of the mor-
  and their bodies to crumble.  Unlike servants of the mor-
  tal gods, a ninja vampire must never question their faith,  
  tal gods, a ninja vampire must never question their faith,  
  as the connection with their deity is an ancient one that 
  as the connection with their deity is an ancient one that 
  reaches beyond the connection to life itself.
  reaches beyond the connection to life itself.
  Silver vulnerability: 
  Silver vulnerability: a ninja vampire is vulnerable to silver 
  a ninja vampire is vulnerable to silver 
  as per the Elf 
  as per the Elf “Iron Vulnerability
  Iron Vulnerability” rule (see core rule-
   rule (see core rule-
  book pg. 57).
  book pg. 57).
  Blood Magic:
  Blood Magic: A ninja vampire can call upon the favor 
   A ninja vampire can call upon the favor 
  of their dark god, using an ancient form of blood magic 
  of their dark god, using an ancient form of blood magic 
  to make spell checks (see core Rulebook,  pg. 106). This 
  to make spell checks (see core Rulebook,  pg. 106). This 
  casting is similar to that of a cleric, including disapproval, 
  casting is similar to that of a cleric, including disapproval, 
  sacrifice, and divine aid (see core Rulebook,  pg. 28). A 
  sacrifice, and divine aid (see core Rulebook,  pg. 28). A 
  ninja vampire cannot turn unholy or lay on hands. A ninja 
  ninja vampire cannot turn unholy or lay on hands. A ninja 
  vampire may select spells from any source, at the Judge
  vampire may select spells from any source, at the Judge’s s 
  discretion.  The foul blood magic feeds on the very souls 
  discretion.  The foul blood magic feeds on the very souls 
  the vampire ninja
  the vampire ninja’s victims,  and the old dark gods care 
  s victims,  and the old dark gods care 
  little what magic their servants utilize to further their evil 
  little what magic their servants utilize to further their evil 
  ambitions. The ancient blood magic of a ninja vampire 
  ambitions. The ancient blood magic of a ninja vampire 
  is assisted by the powers of their dark masters.  As such, 
  is assisted by the powers of their dark masters.  As such, 
  their magic does not require the expenditure of blood that 
  their magic does not require the expenditure of blood that 
  vampires of the western lands rely upon. A ninja vampire 
  vampires of the western lands rely upon. A ninja vampire 
  does, however,  still risk disapproval with every casting 
  does, however,  still risk disapproval with every casting 
  attempt.
  attempt.
  
  90
  90
  91
  91
  Caster Level:
  Caster Level: Caster level is a measurement of the ninja 
   Caster level is a measurement of the ninja 
  vampire
  vampire’s power in channeling their master
  s power in channeling their master’s energy. A 
  s energy. A 
  ninja vampire
  ninja vampire’s caster level is usually the same as their 
  s caster level is usually the same as their 
  level, but may be modified under certain circumstances.
  level, but may be modified under certain circumstances.
  Thieving skills:
  Thieving skills: A ninja vampire is trained in all of the 
   A ninja vampire is trained in all of the 
  arts of a mortal thief (see core rulebook pg. 34). As a 
  arts of a mortal thief (see core rulebook pg. 34). As a 
  follower of the old dark gods, a ninja vampire may only 
  follower of the old dark gods, a ninja vampire may only 
  follow the path of the assassin (see core rulebook pg. 38, 
  follow the path of the assassin (see core rulebook pg. 38, 
  table 1-9).
  table 1-9).
  Creature of the night:
  Creature of the night: A ninja Vampire cannot bear the 
   A ninja Vampire cannot bear the 
  light of the sun.   Every round a vampire spends exposed 
  light of the sun.   Every round a vampire spends exposed 
  to direct sunlight will cause them 1d8 points of damage.  
  to direct sunlight will cause them 1d8 points of damage.  
  If a vampire spends more than two consecutive rounds 
  If a vampire spends more than two consecutive rounds 
  exposed to sunlight they must also make a DC 18 Reflex 
  exposed to sunlight they must also make a DC 18 Reflex 
  save each round or catch fire as if set Ablaze by a torch! 
  save each round or catch fire as if set Ablaze by a torch! 
  A ninja vampire may travel in sunlight whilst wearing 
  A ninja vampire may travel in sunlight whilst wearing 
  their masked, ninja garb. Such a suspicious and deceptive 
  their masked, ninja garb. Such a suspicious and deceptive 
  manner of dress will appear rather conspicuous in public 
  manner of dress will appear rather conspicuous in public 
  places.
  places.
  Thirst for blood:
  Thirst for blood: A ninja vampire must consume at least 1 
   A ninja vampire must consume at least 1 
  hp of blood per level, per day, to survive. Any consumed 
  hp of blood per level, per day, to survive. Any consumed 
  beyond this amount heals 1 point of hp for each point of 
  beyond this amount heals 1 point of hp for each point of 
  hp consumed.  Unwilling targets must be successfully 
  hp consumed.  Unwilling targets must be successfully 
  grappled. Blood is drained at 1 hp per level for every round 
  grappled. Blood is drained at 1 hp per level for every round 
  spent drinking.
  spent drinking.
  Un-dead:
  Un-dead: A ninja vampire is an un-dead creature.  As such, 
   A ninja vampire is an un-dead creature.  As such, 
  it may be turned by clerics, may cause fear to simple-mind-
  it may be turned by clerics, may cause fear to simple-mind-
  ed folk, and has no need for nourishment beyond blood 
  ed folk, and has no need for nourishment beyond blood 
  and rest. A ninja vampire may only reason hp through rest 
  and rest. A ninja vampire may only reason hp through rest 
  if they have consumed at least one hp of blood and rest 
  if they have consumed at least one hp of blood and rest 
  during the light of day.  Un-dead adventurers do not gain 
  during the light of day.  Un-dead adventurers do not gain 
  immunities to sleep,  charm, paralysis or any other special 
  immunities to sleep,  charm, paralysis or any other special 
  un-dead immunities of their less sentient brethren. When 
  un-dead immunities of their less sentient brethren. When 
  scoring a critical hit,  a vampire may choose to roll on 
  scoring a critical hit,  a vampire may choose to roll on 
  Crit Table U: Un-dead (see core rulebook pg. 390).
  Crit Table U: Un-dead (see core rulebook pg. 390).
  Undying:
  Undying: A ninja vampire does not die or bleed out when 
   A ninja vampire does not die or bleed out when 
  brought to 0 hp, but instead falls prone and completely 
  brought to 0 hp, but instead falls prone and completely 
  paralyzed until given blood or otherwise healed.  A ninja 
  paralyzed until given blood or otherwise healed.  A ninja 
  vampire may be slain while at 0 hp only by decapitation, 
  vampire may be slain while at 0 hp only by decapitation, 
  immolation, or by driving a stake through its heart.
  immolation, or by driving a stake through its heart.
  Action Dice: 
  Action Dice: A ninja vampire can use their action dice for 
  A ninja vampire can use their action dice for 
  attack rolls,  spell checks,  and skill checks.
  attack rolls,  spell checks,  and skill checks.
  Masters (old dark gods):
  Masters (old dark gods):
  Ekibiogami - God of plagues and epidemics
  Ekibiogami - God of plagues and epidemics
  Emma - Judge of the Dead
  Emma - Judge of the Dead
  Fujin - Leopard Skin God of the Wind
  Fujin - Leopard Skin God of the Wind
  Amida - God of Death
  Amida - God of Death
  Iki-Ryo - Spirit of Anger and Envy
  Iki-Ryo - Spirit of Anger and Envy
  Kagutsuchi - God of Fire
  Kagutsuchi - God of Fire
  Nai-No-Kami - God of Earthquakes
  Nai-No-Kami - God of Earthquakes
  Skoki - God of Exorcism
  Skoki - God of Exorcism
  You’ve left your cave behind in search of plunder and
  feasts, and have joined the mercenary ranks of the
  soft-bellied thinlings of this world.
  You are a powerful, brutish lummox who treads the
  land in search of meat and ill-gotten loot. The
  smaller humanoids of this realm may be able to weave 
  black magics or stalk their quarry through lightless 
  alleyways, but you operate through blunt force - driving 
  your foes to the ground under the weight of your mighty 
  blows and crashing through any barriers that stand 
  between you and your next meal. As an ogre, you are 
  accustomed to getting what you want, and your greed is 
  only matched by your appetite.
  Hit points:
  Hit points: An ogre gains 1d10 hit points at each level.
  Weapon Training:
  Weapon Training: An ogre may wield any weapon that 
  could be used to pulverize, chop, or skewer their prey. 
  Clubs and axes are favored. Ogres may wear any sort 
  of armor, as long as it is fitted to their gigantic forms. 
  Because of how quickly ogres accumulate body mass, 
  armor is outgrown frequently. Shields are not normally 
  employed, since ogres prefer to kill and eat with both 
  hands in equal measure.
  Alignment:
  Alignment: Ogres rarely plan beyond their next meal, 
  and are beings mostly driven by their greed and hunger. 
  Chaotic ogres are the norm, but neutral ogres do exist.
  Awful Appetite:
  Awful Appetite: Ogres are usually hungry to some 
  degree. This hunger drives the ogre to great efforts of 
  strength and willpower when attempting to feed, or 
  whenever something is keeping the ogre from a poten-
  tial meal. Ogres are usually hungry 1D3 turns after they 
  eat, unless a critical result states otherwise. Unlucky 
  ogres who go an entire unbroken day without feeding 
  will fall under control of the judge as the ogre wanders 
  off to find some easy, fattening prey. PCs may burn 1 
  luck to regain control of unruly appetites.
  Meaty Deeds of Feasting:
  Meaty Deeds of Feasting: Ogres can use the Meaty 
  Deed die as long as they are in the presence of some 
  kind of food or potential meal. It could be used to batter 
  down the door of a larder, crush the skull of an oppo-
  nent, or wrench a greased pig out of a tight cistern. Ask 
  your judge. As long as your ogre is hungry or around 
  food, you can probably come up with a reason why you 
  should be allowed to add your Meaty Deed die to a roll. 
  The Meaty Deed die increases as the ogre gains in level. 
  Ogres may employ a number of unconventional fighting 
  styles, largely used for the purpose of devouring prey in 
  battle. Some examples are provided.
  Slow:
  Slow: Short legs give these lumbering oafs a base move-
  ment speed of 20’.
  
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  93
  Gobble opponent:
  Gobble opponent: Beginning at first level, you receive 
  a bite attack that deals damage that increases with level. 
  Your ogre may bite and use a weapon as per two-weapon 
  fighting rules (DCC RPG pg 95). Ogres get a unique 
  bonus on grapple attempts - they can add their class lev-
  el or size modifier (usually +4), whichever is lower, to 
  any grapple attempt. Ogres can choose to ‘pin’ smaller 
  opponents in grapples by shoving them in between mas-
  sive rolls of fat or flesh, or clamping them in between 
  their jaws - in most cases this kind of tactic requires a 
  successful Meaty Deed of Feasts attempt. Ogres who 
  score critical hits with bite attacks roll on the Gobble 
  Crit Table.
  Layers of Fat and Muscle:
  Layers of Fat and Muscle: Worn armor must be custom 
  tailored, and cost is quadrupled. Ogres outgrow armor 
  each time they gain a level, and cannot ride mounts or 
  vehicles unless they are specially modified, at judge-
  call. Ogres are never slowed from encumbrance and may 
  apply strength bonus against armor check penalty.
  Smell Favorite Food:
  Smell Favorite Food: At first level, every ogre chooses a 
  favorite food. Dwarves, goats, lizardmen, wizards, pies, 
  or other kinds of food might exist in your campaign. 
  Ask your judge for ideas. You are able to smell the 
  presence of that type of food, like how a dwarf can smell 
  gold and gemstones. Some ogres enjoy singing songs 
  about their favorite food. Range is 40’-100’.
  Example Meaty Deeds of Feasting:
  Example Meaty Deeds of Feasting:
  Butchering Attack
  Butchering Attack
  Roll 
  Result
  3 
  Rip out a fist-sized hank of hair from your opponent’s head or mane. Fort save DC8 or stunned for 1 round.
  4 
  Tear a hole in your opponent’s armor. Roll the deed die and reduce foe’s AC by the result.
  5 
  Hungry bellow causes your prey to quiver. Roll your meaty deed die. Your critical threat range next turn is   
   
  adjusted by the result, but only against this specific meal.
  6  
  Squelch! This attack deals +1D3 damage and you may eat 1 eye, ear, or finger belonging to your foe, tearing  
   
  it loose in the process and swallowing it whole. You are still hungry.
  7+ 
  Ruinous wound. Your attack deals an extra +1D7 damage and grants a free bite attack with no meaty deed   
   
  die. This bite will automatically be a critical hit if successful, and will deal permanent hit point damage in   
   
  addition to the critical result.
  Trample
  Trample
  Roll 
  Result
  3 
  Strike your opponent in the legs. Reflex save DC8 or fall prone.
  4 
  Bowl over your foe, knocking them prone. You may move 10 feet towards another foe.
  5 
  Foe is tossed over your shoulder, landing in a heap on the ground and taking +1D5 damage.
  6 
  Slam into your enemy. Foe is carried 10 feet by the impact (in a direction you choose) and you move the  
   
   
  same amount. At end of movement you may choose to grapple your foe with a D16 action die, bite foe with   
   
  no meaty deed die, or make enemy fall prone.
  7+ 
  Trampled underfoot for an extra +1D8 hit points and 1 stamina damage. Prone, stunned for 1 round.
  Enfold
  Enfold
  Roll 
  Result
  3 
  Grasp onto forearm or leg. Make a free bite attack with no deed die.
  4 
  Stuff your foe’s face into a fat fold. Deal 1D2 stamina damage. Foe is not grappled.
  5 
  Underarm pin. Inflict stamina damage as above and continue grappling without use of hands until you  
   
   
  choose to move. Foes larger than the ogre will break free after taking initial stamina damage.
  6 
  Foe is partially engulfed within the ogre’s fat and suffers stamina damage as above and suffers a -1D penalty   
   
  while engulfed. Ogre may move at half speed and continue grappling  without the use of hands.
  7+ 
  Fully enfolded. Stamina damage increases to 1D3 and foe suffers -2D penalty while engulfed. Ogre may  
   
   
  move at full speed and continue grappling without the use of hands.
  ( * battle feasting is equivalent to battle rage. see pg82 of DCC RPG for rulings.)
  
  94
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  95
  95
  P is for
  Pup
  Puppetet
  Master
  Master
  Have you ever seen a doll that looked 
  like its eyes were following you? Have 
  you ever wondered if the marionettes 
  got up to perform after hours whilst 
  the puppeteers slept? Of course you 
  have! But for puppet masters, they 
  asked the question few considered 
  asking next: “How can I make them 
  come alive?”
  Puppet masters are craftsmen who 
  dedicate themselves to the craft of 
  doll-making and sorcerers who pursue 
  puppet mastery over all other forms of 
  magic. Some even secretly hope that 
  one day they will get to permanently 
  embody one of their creations.
  Hit points:
  Hit points: The puppet master gains 1d4 hit points at 
  each level.
  Weapon training:
  Weapon training: The puppet master is trained in the 
  use of the dagger, longbow, longsword, shortbow, short 
  sword, and staff. They rarely wear armor, as it hinders 
  spellcasting.
  Alignment:
  Alignment: Puppet masters tend toward Chaos. While 
  their magic may not look as dark as necromancy, it is 
  certainly a foul path that few Lawful apprentices would 
  walk down.
  Caster level:
  Caster level: Caster level is a measurement of the puppet 
  master’s power in channeling a spell’s energy. Their 
  caster level is usually the same as their class level.
  Crafter of Puppets:
  Crafter of Puppets: In a workroom with the proper 
  tools, the puppet master can make beautiful dolls, dum-
  mies, and marionettes. 50 gp of materials and two weeks 
  of time are needed to craft a basic puppet, usually about 
  a foot tall.
  Master of Puppets:
  Master of Puppets: When crafting puppets, puppet 
  masters are able to imbue their puppets with a false life. 
  This works as the 3rd level wizard spell Breathe Life 
  at the minimum result but with a permanent duration. 
  This requires a minimum of 50 gp in raw materials, a 
  week of crafting and chanting, and giving it at least one 
  point of the puppet master’s Int. The Int loss lasts until 
  the puppet is destroyed or the caster permanently disen-
  chants it (which they can do at will). A basic puppet has 
  the following stats:
  Puppet:
  Puppet:
  Init +0; Atk -1 hit or bite (1d4-1); AC 12; HD 1d4 for 
  each point of imbued Int; MV 20’; Act 1d20; SP vulner-
  able to fire and prolonged exposure to water; SV Fort 
  +0, Ref +0, Will +0; AL N.
  Puppets have Str 6, Agi 12, and Int equal to the points 
  of Int invested in it. Additional powers can be built into 
  them with the proper raw materials and/or with a larger 
  Int investment. A few examples are outlined below. We 
  encourage players to come up with creative ideas and 
  the judge will determine the Int and/or gp cost.
  • Armored:
  • Armored: The puppet is plated in iron or another suit-
  able material (40 gp for +4 AC, 600 gp for +8 AC)
  • Empathic link: 
  • Empathic link: The puppet master is able to commu-
  nicate with the subject at any distance as long as they 
  are in the same plane of existence. (1 Int for one-way 
  communication, 2 Int for two-way communication)
  • Enhanced attack:
  • Enhanced attack: The puppet has more vicious weap-
  ons, dealing greater damage (1 Int for +2d damage, 2 
  Int and 30 gp for +4d damage, 3 Int and 60gp for +6d 
  damage)
  • Fast:
  • Fast: The puppet has a Agi of 18 and a speed of 40 (2 
  Int and 100 gp)
  • Mind control: 
  • Mind control: The puppet master can take over the 
  body of the puppet at will. While occupying the puppet, 
  the caster is still able to cast spells. When doing so, the 
  puppet master’s body appears to be sleeping. (3 Int). 
  • Strong: 
  • Strong: Some little dolls are much stronger than they 
  look (1 Int and 60 gp for Str 12, 3 Int and 1200 gp for 
  Str 18)
  • Wings: 
  • Wings: The gift of flight with a flying speed of 40’. (1 
  Int, 300 gp)
  If the puppet is destroyed while the master has a two-
  way empathic link or mind control over, the caster takes 
  1d6 Int damage.
  Healer of Puppets:
  Healer of Puppets: The puppet master may heal its pup-
  pets with the Mending spell, ignoring “non-magical” 
  limitations and spell duration. They apply their Luck 
  modifier to their Mending spell checks. Natural healing 
  and clerical healing has no effect.
  Immortality in Creation:
  Immortality in Creation: If a puppet master fails their 
  “roll the body” check, then they may make a second 
  roll under the Int score of the puppet with the most 
  amount of invested Int. If successful, the master’s soul
  finds its permanent home within that puppet. If unsuc-
  cessful the the player may try with the other puppets 
  under the master’s control until each puppet has been 
  tried. If all attempts fail, the character is truly dead.
  In the new form, the Master has a new current Int of 
  the original form’s Int at the time death plus the Int 
  imbued in the puppet it now lives in. 
  If the puppet master’s soul has moved into a puppet, 
  the option to “roll the body” in the traditional sense 
  no longer exists. If its new form is destroyed, the same 
  process outlined above will happen to see if the master’s 
  consciousness moves to one of its other creations.
  Spellcasting:
  Spellcasting: Puppet masters pick up other magic, but 
  rely on it less than other spellcasters. Since their Intel-
  ligence is usually fractured between so many puppets, 
  they sometimes struggle to get spells off. Not only do 
  their modifiers go down with their lower Int, but the 
  caster needs a current Int of 4 to cast 1st level spells, 8 
  to cast 2nd level spells, 10 to cast 3rd level spells, 12 to 
  cast 4th level spells, and 15 to cast 5th level spells.
  
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  Puppet masters are able to learn the following spells: 
  1st level - Charm Person, Comprehend Languages, 
  Ekim’s Mystical Mask, Mending, Read Magic, Runic 
  Alphabet (Mortal), Ventriloquism 
  2nd level - ESP, Fire Resistance, Locate Object, Magic 
  Mouth, Scare
  3rd level - Breathe Life, Consult Spirit, Transference
  4th level - Wizard Sense
  At first level, puppet masters begin with Mending and 
  one additional spell, chosen randomly. Starting Intel-
  ligence bonuses do not grant puppet masters additional 
  spells.
  Luck:
  Luck: The puppet master’s Luck modifier applies to 
  Mending spell checks.
  Action dice:
  Action dice: The puppet master’s action die can be used 
  for attacks or spell checks, but his second action die can 
  only be used for spell checks.
  You are misplaced in time and space —
  lost, marooned, or simply not where you
  started — but in any case, you come from a world very 
  different to the primitive one you find yourself on now. 
  Though it must be said these primitives do keep finding 
  ways to surprise you with their inventiveness. You may be 
  moving on as soon as your etheric beam emitter is work-
  ing again and your towel is dry, or perhaps this is where 
  you’ve decided to settle long term. Or you may be search-
  ing this world high and low, in hopes of finding a way 
  back to where you belong...
  Hit Points:
  Hit Points: A Quantum Wanderer gains 1d7 hit points at 
  each Level; with what you’ve been through, you’re a bit 
  tougher than the average person.
  Weapon Training: 
  Weapon Training: You are considered trained in 1d5+3 
  randomly chosen weapons. These are close enough to the 
  “real” weapons that you’re familiar with from your Quan-
  tum Age home, that you can get by when using them. The 
  Judge should take into account that you are also familiar
  with miracle-of-science weapons that may be very rare-
  ly found on this world, and they should strongly  
      consider throwing one of these into the mix every so  
           often (see below for more resources). A Quantum  
             Wanderer becomes proficient with any type of  
        armor they don after wearing it for 1d10 combat en- 
           
  counters. While that time is passing they suffer 
  a -2 on all their Action Die rolls. Once proficient with a 
  type, they remain proficient with that type.
  Alignment:
  Alignment: A Quantum Wanderer may be of any Align-
  ment. Lawful Quantum Wanderers gain +1 to using 
  gadgets for Quantum Manipulations. Those who are 
  Neutral gain +1 to innate Quantum Manipulation 
  powers. Those who are Chaotic gain +1 to exploiting 
  alternate reality.
  Quantum Manipulation:
  Quantum Manipulation: You can bend time and space 
  at will, within a certain range of effects. Doing so, 
  however, eventually leads to a build-up of Heisenberg 
  particles,which interfere with further manipulations. 
  Each act requires a Q-check to determine its success or 
  failure. On a failed Q-check, an H-particle is accrued. 
  Each H-particle counts as a -1 on further Q-checks. 
  After 1d12 hours with no new Q-checks being made, 
  these accrued penalties fade at a rate of 1 point per ad-
  ditional hour so long as no further Q-checks are rolled. 
  Judges should roll a d12 secretly, and can let players 
  know that their H-particle build-up has started to fade 
  at the appropriate time (players will not know how long 
  they have to wait for the process to kick-in, but will be 
  able to tell when it starts and obviously will know how 
  many points they have accrued). The source of these 
  Quantum Manipulations (or Q-powers) can take the 
  form of gadgets, innate powers, exploiting ripples in 
  reality stemming from Quantum travel and superim-
  posing an alternate reality, or a combination thereof. 
  [It is assumed that the Quantum Wanderer can perceive 
  the ripples in reality that bridge into other universes 
  in some way, in order to make use of them.] Gadgets 
  are subject to being stolen, breaking down, or failing 
  through wavelength interference or the like. Innate 
  powers can fail or be unreliable due to illness or injury, 
  or by outside interference (as with gadgets). Ripples in 
  reality may be stronger or weaker in different physical 
  locations or at different points in time. Negating powers 
  in these ways should be used sparingly by the Judge, but 
  it is perfectly within the Judge’s purview to dole them  
  
  98
  98
  99
  99
  Q-Power • Teleportation:
  Q-Power • Teleportation: Baseline DC is 10, plus 1 for 
  Baseline DC is 10, plus 1 for 
  every 10 feet (or fraction thereof ) in distance moved. 
  every 10 feet (or fraction thereof ) in distance moved. 
  Adding an additional “passenger” raises the DC by 2. 
  Adding an additional “passenger” raises the DC by 2. 
  Q-Power • Energy Ray:
  Q-Power • Energy Ray: This is a beam of purest sci-
   This is a beam of purest sci-
  fi energy. A Quantum Wanderer chooses one of the 
  fi energy. A Quantum Wanderer chooses one of the 
  following effects to be their own version of this ability. 
  following effects to be their own version of this ability. 
  Each ability is activated with a Q-check vs. the AC of 
  Each ability is activated with a Q-check vs. the AC of 
  the intended target. With the proper supplies (at the 
  the intended target. With the proper supplies (at the 
  Judge’s discretion), they can “bend” their chosen effect 
  Judge’s discretion), they can “bend” their chosen effect 
  into one and only one of the other effects (by revers-
  into one and only one of the other effects (by revers-
  ing the polarity of the neutron flow, perhaps?), but no 
  ing the polarity of the neutron flow, perhaps?), but no 
  further. The ray has an effective range of just 30’; this 
  further. The ray has an effective range of just 30’; this 
  range can be extended to 60’ by making a Luck check 
  range can be extended to 60’ by making a Luck check 
  vs. a DC 13, and to 120’ by making a Luck check vs. a 
  vs. a DC 13, and to 120’ by making a Luck check vs. a 
  DC 17. Failing the Luck check means the Energy Ray 
  DC 17. Failing the Luck check means the Energy Ray 
  power is “burnt out”, returning in a number of days 
  power is “burnt out”, returning in a number of days 
  equal to how far the roll’s result was from the target 
  equal to how far the roll’s result was from the target 
  DC.
  DC.
   Nega-Blast:
  Nega-Blast: Deals damage of 1d10 plus half the Level 
   Deals damage of 1d10 plus half the Level 
  of the Quantum Wanderer.
  of the Quantum Wanderer.
  Iso-Ray:
  Iso-Ray: Paralyses targets in place for 2d3 rounds. They 
   Paralyses targets in place for 2d3 rounds. They 
  can break out with a DC 14 Will Save.
  can break out with a DC 14 Will Save.
  Truth-Ray:
  Truth-Ray: Targets can be compelled to speak the truth 
   Targets can be compelled to speak the truth 
  as they know it. A DC 15 Will Save per question after 
  as they know it. A DC 15 Will Save per question after 
  each question ends the ‘session’ and grants immunity to 
  each question ends the ‘session’ and grants immunity to 
  the effect for 24 hours.
  the effect for 24 hours.
  Teleport-Beam:
  Teleport-Beam: As the above power (and not affected 
   As the above power (and not affected 
  by the target’s AC), but the target gets a Reflex Save to 
  by the target’s AC), but the target gets a Reflex Save to 
  resist based on the Q-check total. Can be projected out 
  resist based on the Q-check total. Can be projected out 
  to a range of 60’.
  to a range of 60’.
  Rectangle-Ray:
  Rectangle-Ray: Creates a square hole in walls, floors, 
   Creates a square hole in walls, floors, 
  ceilings, and other surfaces that are up to 8” thick. Each 
  ceilings, and other surfaces that are up to 8” thick. Each 
  additional 8” of depth adds 2 to the DC. DC 5 creates a 
  additional 8” of depth adds 2 to the DC. DC 5 creates a 
  hole 10” on a side. DC 10 creates one 24” on a side. DC 
  hole 10” on a side. DC 10 creates one 24” on a side. DC 
  15 creates a hole 5’ on a side. DC 20 creates a hole 12’ 
  15 creates a hole 5’ on a side. DC 20 creates a hole 12’ 
  on a side. Blasting the ground will create a square “pit”. 
  on a side. Blasting the ground will create a square “pit”. 
  Extra depth does not penetrate objects on the other side 
  Extra depth does not penetrate objects on the other side 
  of the surface being targeted (e.g., you don’t shoot a 
  of the surface being targeted (e.g., you don’t shoot a 
  wall and take out part of a dresser).
  wall and take out part of a dresser).
  De-Evolution Ray:
  De-Evolution Ray: Causes targets to revert to a more 
   Causes targets to revert to a more 
  primitive state. They lose the use of 1d6 points of In-
  primitive state. They lose the use of 1d6 points of In-
  telligence and Personality each, but gain 1d4 to each of 
  telligence and Personality each, but gain 1d4 to each of 
  Strength, Agility and Stamina. They may gain a heavy 
  Strength, Agility and Stamina. They may gain a heavy 
  brow ridge and shaggier hair, stooped posture and be-
  brow ridge and shaggier hair, stooped posture and be-
  come inarticulate. The effect lasts for 1d6 rounds, plus 
  come inarticulate. The effect lasts for 1d6 rounds, plus 
  some disorientation after the effect ends which is the 
  some disorientation after the effect ends which is the 
  loss of 2 Action Dice.
  loss of 2 Action Dice.
  out, though only one type of power should be affected 
  at any one time (gadgets, powers, reality-exploitation).
  The Judge should avoid negating all of a character’s 
  Quantum Manipulation, and should perhaps only 
  negate one type or another every four to seven sessions 
  (for example). One handy way of introducing this 
  limitation is when the character suffers a critical hit; an 
  innate power may not be available until the wound has 
  healed completely, or a gadget may have been broken in 
  the attack. A Q-check is made by rolling the Quantum 
  Wanderer’s Action Die and adding their Level. Their 
  Intelligence Modifier is added when using gadgets, 
  their Personality Modifier is added when innate abil-
  ities are used, and their Luck Modifier is added when 
  stream-crossing the ripples in reality is the source of 
  the effect. Q-powers are chosen from the following list. 
  Other powers may be developed by the Judge or by the 
  player with Judge’s approval.
  Q-Power • Tachyon Bubble:
  Q-Power • Tachyon Bubble: By creating a Tachyon 
  By creating a Tachyon 
  Bubble around yourself or another individual, subtly 
  Bubble around yourself or another individual, subtly 
  changing the flow of time within the bubble, you can 
  changing the flow of time within the bubble, you can 
  increase their AC or cause them to heal recent wounds. 
  increase their AC or cause them to heal recent wounds. 
  The Bubble lasts for 1d3 plus your Level in rounds. 
  The Bubble lasts for 1d3 plus your Level in rounds. 
  When aiding defense, it changes the time it takes for 
  When aiding defense, it changes the time it takes for 
  attacks to reach the target, thus throwing off aim and 
  attacks to reach the target, thus throwing off aim and 
  giving the target more time to dodge, giving them a 
  giving the target more time to dodge, giving them a 
  variable +1d6 to AC, rolled anew each round. When 
  variable +1d6 to AC, rolled anew each round. When 
  used to heal, it can only affect wounds gained within 
  used to heal, it can only affect wounds gained within 
  the past X+1 rounds, where X is the Level of the Quan-
  the past X+1 rounds, where X is the Level of the Quan-
  tum Wanderer. It restores 1d3 hp per round, and once a 
  tum Wanderer. It restores 1d3 hp per round, and once a 
  wound has been partially healed by a Tachyon Bubble, 
  wound has been partially healed by a Tachyon Bubble, 
  a future Tachyon Bubble cannot affect those wounds. 
  a future Tachyon Bubble cannot affect those wounds. 
  Using a Tachyon Bubble for either effect automatically 
  Using a Tachyon Bubble for either effect automatically 
  accrues 1 H-particle.
  accrues 1 H-particle.
  Q-Power • Schrodinger’s Die:
  Q-Power • Schrodinger’s Die: As a Quantum Wander-
   As a Quantum Wander-
  er, you can ‘bet’ 2 or more Luck on any outcome of 
  er, you can ‘bet’ 2 or more Luck on any outcome of 
  the dice, either your own roll, or another player’s roll, 
  the dice, either your own roll, or another player’s roll, 
  or a roll the Judge makes, before the die is rolled. The 
  or a roll the Judge makes, before the die is rolled. The 
  baseline DC is 13 plus the amount of Luck wagered. If 
  baseline DC is 13 plus the amount of Luck wagered. If 
  you fail the Q-check, you lose the Luck (and gain an 
  you fail the Q-check, you lose the Luck (and gain an 
  H-point). If you are successful in the Q-check, you 
  H-point). If you are successful in the Q-check, you 
  spend the Luck and the benefit is applied as you stated, 
  spend the Luck and the benefit is applied as you stated, 
  either improving one of your rolls, an ally’s roll, or 
  either improving one of your rolls, an ally’s roll, or 
  diminishing a Judge’s roll. If your Q-check comes up 
  diminishing a Judge’s roll. If your Q-check comes up 
  as exactly your DC number, you gain the benefit of a 
  as exactly your DC number, you gain the benefit of a 
  successful check, but the Luck wagered is not subtract-
  successful check, but the Luck wagered is not subtract-
  ed from your Luck. You may burn Luck to affect your 
  ed from your Luck. You may burn Luck to affect your 
  Q-check, either up or down. You may also burn Luck as 
  Q-check, either up or down. You may also burn Luck as 
  normal when not using this ability.
  normal when not using this ability.
  Sample Quantum Age Weapons
  Sample Quantum Age Weapons
  Weapon  
   
  Damage  
  Range   
   
  “Value”  
  Notes
  Weapon  
   
  Damage  
  Range   
   
  “Value”  
  Notes
  Needle Gun  
   
  1d16  
   
  20/40/60  
   
  100 gp/shot  
  Needle Gun  
   
  1d16  
   
  20/40/60  
   
  100 gp/shot  
  a
  Numbing Ray   
  special   
  10/30/50  
   
  200 gp   
  Numbing Ray   
  special   
  10/30/50  
   
  200 gp   
  b 
  Proton Blaster   
  1d10  
   
  60/120/180  
   
  500 gp   
  Proton Blaster   
  1d10  
   
  60/120/180  
   
  500 gp   
  c
  Stasis Rod  
   
  special   
  melee   
   
  200 gp   
  Stasis Rod  
   
  special   
  melee   
   
  200 gp   
  d
  a The Needle Gun holds up to 8 ammo packs (each one shot), and is found with 1d12+1 total ammo packs. Range of 
   The Needle Gun holds up to 8 ammo packs (each one shot), and is found with 1d12+1 total ammo packs. Range of 
  effect can be split to up to three adjacent targets before firing, dividing the damage done among these pre-selected 
  effect can be split to up to three adjacent targets before firing, dividing the damage done among these pre-selected 
  targets, as desired.
  targets, as desired.
  b A successful hit with a Numbing Ray causes the target to lose 1d4 Agility, lose 1d3 x5’ Speed, and lose their next 
   A successful hit with a Numbing Ray causes the target to lose 1d4 Agility, lose 1d3 x5’ Speed, and lose their next 
  Action Die. The penalties last for 1d7 rounds.
  Action Die. The penalties last for 1d7 rounds.
  c On a result of ‘10’ for damage, roll 1d8 additional damage. If that result is ‘8’, roll 1d7 additional damage. If that 
   On a result of ‘10’ for damage, roll 1d8 additional damage. If that result is ‘8’, roll 1d7 additional damage. If that 
  result is ‘7’, roll 1d6 additional damage, and so on down the Dice Chain. Holds 1d1000 charges — yes, 1d1000.
  result is ‘7’, roll 1d6 additional damage, and so on down the Dice Chain. Holds 1d1000 charges — yes, 1d1000.
  d Those struck by a Stasis Rod are paralyzed in place for 1d4 rounds unless they succeed in a DC 15 Fort Save. 
   Those struck by a Stasis Rod are paralyzed in place for 1d4 rounds unless they succeed in a DC 15 Fort Save. 
  Fumbles may involve zapping yourself.
  Fumbles may involve zapping yourself.
  
  100
  100
  101
  101
  R is for
  is for
  Ro-Bard
  o-Bard
  An artificial entertainer class
  Hailing from another time and place, these performers 
  excel at reading their audience and putting on a good 
  show. The wide spread venues that Ro-bards traverse 
  expose them to innumerable experiences and facts that 
  they store for later use. These immortal extroverts 
  appear as mostly humans with a touch of their artificial 
  nature artfully displayed. When damaged though, their 
  inhumanness becomes quite evident as they leak oil and 
  other colorful fluids rather than blood.
  Hit Points:
  Hit Points: A Ro-Bard gains 1d8 hit points 
  at each level.
  Weapon Training:
  Weapon Training: Ro-Bard can employ 
  any one-handed melee weapons, crossbows, 
  shortbows, and slings. They cannot wear 
  armor with a Fumble die greater than d8 
  but can use shields.  
  Alignment:
  Alignment: The roguish life Ro-Bards lead 
  tends to promote a Neutral alignment. A few 
  find the moral fiber, or lack thereof, to main-
  tain a Lawful or Chaotic alignment but they are 
  definitely a rare occurrence.
  Artificial:
  Artificial: Due to being completely artificial Ro-Bards 
  are unaffected by poisons, toxins, disease, starvation, 
  and suffocation. They also cannot benefit from Lay on 
  Hands or other forms of magical healing intended for 
  living beings. Magic involving the permanent repair of 
  machines and objects may be of assistance. In addition, 
  they do not recover on their own from damage so they 
  must repair themselves, costing 2d4sp per hit point 
  repaired, and taking one turn per hit point to complete. 
  Any “broken bone” equivalent injuries require a Tinker 
  check (DC 12) to restore function to the damaged part.
  Built-in Instruments:
  Built-in Instruments: All Ro-bards have an internal 
  music box like device that can generate the sounds of a 
  number of musical instruments equal to their level plus 
  Per mod at one time. Thus experienced Ro-Bards can 
  simulate a small orchestra during a performance. These 
  internal instruments also free the Ro-bard’s hands 
  while playing so they may choose to play music as a free 
  action (using an action die of 1d16) while performing 
  other tasks.
  Photographic Memory:
  Photographic Memory: As they travel, Ro-Bards record 
  everything they experience so they can use it as inspira-
  tion for later musical works or acts. To represent this, 
  Ro-Bards have a Memory Die they can apply to all 
  checks involving recalling facts or random trivia.
  Tinker:
  Tinker: Being in very nature a machine of sorts, Ro-
  Bard’s dabble in understanding and fixing mechanisms 
  of many types. When repairing themselves or fiddling 
  with any variety of mechanical apparatus, they may add 
  their Tinker Die to all checks involved with the task.
  Performance Skills:
  Performance Skills: What would a Ro-Bard be without 
  their expertise as entertainers? The performance style 
  of a Ro-Bard is dictated by their alignment. Lawful 
  Ro-Bards prefer to focus on courtly and refined recitals 
  of formal music and highly acclaimed plays. Neutral 
  Ro-Bards tend to lend their talents to more common 
  festival entertainments such as catchy songs and dances 
  or intriguing stories spun by the hearth. Chaotic Ro-
  Bards specialize in grand spectacles of flashy effects and 
  rapid routines followed by rough humor and song.
  Lawful
  Lawful
  • • Play instrument (Per) - All Ro-Bards are accom-
  plished musicians and know how to accompany their 
  actions with the most evocative performances (DC 9 to 
  succeed). Friends and allies of a Ro-bard can be inspired 
  by these performances and gain a +1 morale bonus to 
  Will saves, as long as they are within listening distance. 
  These performances require a skill check (DC 14 + the 
  number of allies affected).
  • • Acting & Oratory (Per) - Through nuanced pronun-
  ciation, exquisite grammar, and perfect timing a Ro-
  Bard can fill an audience with awe as they listen to its 
  words (DC 9 to succeed). In addition, the Ro-Bard can 
  attempt to slip in any number of small suggestions (DC 
  14 + the number of suggestions) that, once planted, may 
  germinate within the listener’s minds.  
  • • Heraldry (Int) - All Lawful Ro-Bards spend a good 
  amount of time being in the know regarding the people 
  of status in every area they travel through. 
  • • Linguistics (Int) - While most Ro-Bards are mul-
  tilingual, lawful Ro-Bards have a special talent with 
  languages. A DC 10 check will pick up the basics of 
  most common languages and DC 15-20 will glean an 
  understanding of the rarer and more ancient ones. Alien 
  or extra dimensional languages may require a DC 25 to 
  understand.
  Neutral
  Neutral
  • • Play instrument (Per) - All Ro-Bards are accomplished 
  musicians and know how to accompany their actions 
  with the most evocative performances. Friends and allies 
  of a Ro-bard can be inspired by these performances and 
  gain a +1 morale bonus to Will saves, as long as they are 
  within listening distance. These performances require a 
  skill check (DC 12 + the number of allies affected).
  • • Storytelling (Per) - With the right pauses and embel-
  lishments, nearly any story can be a great one  (DC 9 
  to succeed). A Ro-Bard can attempt to weave a moral 
  lesson or inspirational message into a story they tell. 
  This requires at least an hour and a skill check (DC 12 + 
  the number of allies affected) and either plants a single 
  moral suggestion in the listener’s mind or grants them 
  a +1 to the next check they make that relates back the 
  meaning of the story. A person can only be effected by 
  one story at a time. 
  • • Dancing (Agi) - What is music without dancing? A 
  neutral Ro-Bard can thrill spectators with its inhuman-
  ly fluid grace or conduct them into group dance they 
  will never forget (DC 9 to succeed). A person on the 
  sidelines can be lured into dancing with a DC 15 check 
  but they can make a Will save versus the total roll to 
  resist.  
  • • Singing (Per) - Nothing can move the heart of a 
  kingdom like the melodic chorus of a well sung ballad. 
  A Ro-Bard can attempt to evoke an emotional response 
  with a song that they sing. This requires at least an hour 
  and a skill check (DC 12 + the number of allies affected) 
  and either plants a single emotion in the listener’s heart 
  or grants them a +1 to the next Will save they make that 
  relates back the song they heard. A person can only be 
  effected by one song at a time.
  
  102
  102
  103
  103
  Chaotic
  Chaotic
  • • Play instrument (Per) - All Ro-Bards are accomplished 
  musicians and know how to accompany their actions 
  with the most evocative performances. Friends and allies 
  of a Ro-bard can be inspired by these performances and 
  gain a +1 morale bonus to Will saves, as long as they are 
  within listening distance. These performances require a 
  skill check (DC 12 + the number of allies affected).
  • • Acrobatics (Agi) - Why simply dance when you can 
  vault, flip, and tumble your audiences’ coins into your 
  collection hat? With a DC 10 check as much as 1d5sp 
  can be honestly gleaned from an adoring crowd in an 
  hour. Also, should a debtor come a calling, the Ro-Bard 
  can either forgo its normal move to increase its AC by 
  +2 (DC 14) or ignore all obstacles and terrain hazards 
  while running (DC 14).
  • • Jesting (Per) - Well versed humor can be a joy or a 
  bane to those who hear it. A DC 10 will entertain all 
  who can hear the whimsical repartee. A chaotic Ro-
  Bard can also use their tomfoolery to encourage or 
  dishearten a specific target. This requires at least one 
  turn and a DC 15 skill check. Success indicates the tar-
  get suffers either a +1 or -1 die step morale adjustment 
  to all actions for the next number of turns equal to the 
  Ro-Bard’s level.
  • • Stage magic (Per) - With the proper tools (rigged 
  card decks, flash powder, and other tricks) and a bit of 
  sleight of hand a Ro-Bard can astound onlookers (DC 
  10). With a few hours preparation and 3d8gp in supplies 
  they can appear to do real magic (DC 15)!
  The life of a slimenoid is an alien one, at least when 
  compared to the average adventurer. Though they 
  started life as dwarves, humans, and other goodly races, 
  they are now cursed (or blessed) by the gods of oozes. 
  These gelatinous humanoids become more ooze-like 
  as they gain more experience. This grants them inter-
  esting abilities beyond that of a normal adventurer, but 
  also comes with some serious drawbacks.
  Hit Points:
  Hit Points: Slimenoids get 1d8 hit points every level.
  Weapon training:
  Weapon training: Slimenoids are not trained to use any
  weapons. Instead they can form pseudopods to attack.
  They also aren’t trained to use armor or shields.
  Alignment: 
  Alignment: Most slimenoids are unconcerned with the gods
  and moral struggles. They tend to follow the tenets of neutrality.
  Gelatinous Form:
  Gelatinous Form: While they once might have been human, elven, or one
  of the other goodly races, slimenoids are no longer fully humanoid. This comes
  with certain benefits and disadvantages (see table below).
  
  104
  104
  105
  105
  T is for
  T is for
  You are a mighty defender of audacity and coolness! 
  You are not afraid of demons and other foul creatures, 
  as you are a sure defense against their machinations. 
  Your awesome exploits will be sung forevermore.
  You ROCK!!!
  Hit points:
  Hit points: A Tenacious D-Fender gains 1d8 hit points 
  at each level.
  Weapon training:
  Weapon training: A Tenacious D-Fender is trained in 
  any melee weapon, and armor too. The only missile 
  weapon they are allowed is the sling, because: ROCK!
  Alignment:
  Alignment: Tenacious D-Fenders are usually Neutral, 
  because defense is for everyone. In the face of great 
  Chaos like too many douchebags at the concert, or in 
  the face of stilted Law with all their rules and crap, 
  Tenacious D-Fenders can also be Lawful or Chaotic.
  Attack Modifier: 
  Attack Modifier: Similar to Warriors, the Tena-
  cious D-Fender receives a randomized modifier 
  known as the Tenacious-Deed Die. At 1st level, 
  this is d2. The Tenacious-Deed Die advances 
  with level.
  Initiative:
  Initiative: A Tenacious D-Fender adds his class level to 
  his initiative rolls.
  Personality:
  Personality: A Tenacious D-Fender’s personality modi-
  fier is applied to all Tenacious Deeds.
  Tenacious-Deeds:
  Tenacious-Deeds: Tenacious D-Fenders 
  make their way with sweet moves, bitchin’ 
  barrages, and sky-rending battle cries. Pri-
  or to any attack roll, a Tenacious-D-Fend-
  er can declare a Tenacious-Deed. This 
  Deed is a killer move, not like break-danc-
  ing, unless you mean break-your-face-
  dancing. The Tenacious D-Fender’s 
  Tenacious-Deed Die determines the Deed’s 
  success. This is the same die used for the 
  attack and damage modifier each round. If
  the Deed die is a 3 or higher and the attack lands, the Deed succeeds. Note that this means that a 1st level Tenacious 
  D-Fender cannot successfully perform a Tenacious Deed unless he has been blessed with great personality! (See 
  below) Coolness must be earned! If the Deed die is 2 or less or the attack misses, the Deed fails and the Tenacious 
  D-Fender looks like a total F-tard. Use the existing Mighty Deeds of Arms section in the DCCRPG rulebook for 
  guidance with these deeds.
  Action Dice:
  Action Dice: Of course, Tenacious D-Fenders like all 
  kinds of action . . . sometimes even gently. No matter 
  what kind of action the Tenacious D-Fender is getting, 
  he always uses his action dice. At 6th level, a Tenacious 
  D-Fender gets two action dice, which is popular with 
  twins. Trust us on this one.
  Battle Cry:
  Battle Cry: Tenacious D-Fenders send fear into the 
  hearts of opponents by singing songs of wildebeests and 
  dangers, soaring on the wings of a demon. Each has a 
  specific effect. Some may be used in the midst of combat, 
  as noted in the descriptions below. Note that players 
  must scream out the battle cry to be effective!
  Battle Cries:
  Battle Cries:
  Karate!
  Karate! – The Tenacious D-Fender gains +1 AC for one 
  round. This battle cry must be given out before combat 
  and counts as an action.
  Throw Down!
  Throw Down! – The Tenacious D-Fender’s opponent 
  must make a Will save or lose their next action. Usable 
  1x/day per level.
  Kickapoo!
  Kickapoo! – This allows the Tenacious D-Fender one 
  extra attack in a given combat. Usable 1x/day per level.
  Deth Starr!
  Deth Starr! – The Tenacious D-Fender doubles his 
  damage dice for one attack. Usable 1x/day.
  Master Exploder!
  Master Exploder! – A surge of force, along with a pow-
  er chord from a Marshall stack of amplifiers, burst forth 
  from the Tenacious D-Fender’s vocal chords, causing 
  deafness to all within a 20’ radius, friend or foe alike. 
  The deafness lasts for a number of rounds equal to 20 
  minus the targets CON. Explosivo!
  Double Team!
  Double Team! – The Tenacious D-Fender gains two at-
  tacks this round, as well as a +2 to hit and AC, and gets 
  double damage on a successful hit. Usable 1X/day. 
  Kielbasa!
  Kielbasa! – Up to 8 of the Tenacious D-Fenders op-
  ponents must make a DC 15 will save or lose their next 
  action due to shock and embarrassment.
  Storm the Gate!
  Storm the Gate! – Coolness can rub off! And it does! All 
  of the Tenacious D-Fender’s allies within a 50’ radius 
  gain +1 to damage on any successful attack for the next 
  2d4 rounds.
  Tribute!
  Tribute! – This is not the greatest song in the world. 
  But it does give all of the Tenacious D-Fender’s allies 
  within a 100’ radius a +1 to their attack rolls for 18 
  rounds or as long as the D-Fender can sing. Note that 
  other Battle cries cannot be called out while this one is 
  being sung.
  
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  Battle Cries Continued:
  Battle Cries Continued:
  Summon Type IV Dio!
  Summon Type IV Dio! – Summons a demon-winged, 
  clawed wildebeest with the face of Ronnie James Dio. 
  The song “Falling Off the Edge of the World” rings 
  through the air while it is present, along with the voices 
  of thousands of people chanting “Dio! Dio! Dio!”. It 
  will obey the Tenacious D-Fender to the letter for 5 
  minutes and 5 seconds (the length of the song). It may 
  only be summoned 1X/week. (communication: Most 
  excellent singing and wailing electric guitar and crash-
  ing drums, Infravision, darkness (+16 check), in dark-
  ness can cast Color Spray with a 1d30+12 spellcheck 1x/
  round, like a rainbow in the dark (effect is nullified in 
  light), immune to weapons of +2 or less enchantment or 
  natural attacks from creatures of 5 HD or less, immune 
  to fire, cold, electricity, gas, acid. Critical threat range: 
  18-20. Init: +6; Atk claw +10 melee (dmg 2d6+6 plus 
  additional 1d8 against clerics or holy divers of any
  alignment); AC 20; HD 12d12; MV 60’ or fly 60’; 
  Act 2d20; SP as above + spells (+10 spell check) De-
  tect Good, Eternal Champion, Charm Person, Magic 
  Mouth; SV Fort +12, Ref +10, Will +12)
  U is for Ubiquarian
  biquarian
  U is for Ubiquarian
  biquarian
  Everyone has wished they could be in two places at 
  once, but the ubiquarian actually can—and some can 
  even be in up to sixteen places at once!
  Meditation-masters by day, professional spies by night, 
  the ubiquarian can invisibly scout a heist, then later that 
  night distract the host of the party while also emptying 
  the vaults at the same time.
  Hit points:
  Hit points: A ubiquarian gains 1d6 hit points each level.
  Weapon training:
  Weapon training: A ubiquarian is trained in the use of 
  the blowgun, crossbow, dagger, dart, garrote, long-
  sword, short sword, spear, and staff. Ubiquarians prefer 
  freedom of movement and rarely wear armor heavier 
  than studded leather.
  Alignment:
  Alignment: Most characters drawn to the life of the ubi-
  quarian are also drawn to neutrality. The mental equi-
  librium required to step out of one’s body also requires a 
  harmonic relation to the cosmos. Although ubiquarians 
  find their alignments tend to shift over time, as they 
  become much more enlightened.
  Astral trance:
  Astral trance: The ability to be in multiple places at 
  once is what makes the ubiquarian class unique. Their 
  ability is often confused with magic but in truth their 
  powers are a combination of prodigious metaphysical 
  talent and years dedicated to deep meditation.
  Absolute concentration is required to go into an astral 
  trance and because of that, the true body of the charac-
  ter is oblivious to its surroundings.
  
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  109
  During the trance, the player rolls a d20, adds their 
  Stamina modifier and their class level, then chooses 
  one of the results below. Failing to meet the minimum 
  requirement of DC 10 means the ubiquarian cannot find 
  a metaphorical foothold on the other side and needs to 
  wait at least 1 turn before trying again. Rolling a Natu-
  ral 1 on astral trance results in an astral mishap.
  Projection:
  Projection: A ubiquarian can step out of their physi-
  cal body and explore their surroundings in their astral 
  body, requiring a DC 10 astral trance. In their Astral 
  form they are invisible and intangible, unobstructed by 
  walls but also unable to affect their surroundings. They 
  are not tethered by physical notions like walls, water, 
  fire, or gravity.
  Maintaining an astral form in a physical plane is tax-
  ing. After a number of rounds equal to their class level, 
  they temporarily lose 1 Stamina. After the loss they may 
  attempt another astral trance roll and if successful, they 
  may repeat this process by starting where they left off. 
  Dangerous entities live in the mysterious astral layer 
  over the physical planes and these beings are especial-
  ly drawn to places of strong magic. If encountering 
  such an entity it is important to note that damage to an 
  ubiquarian’s astral form results in lost hit points in the 
  trancing body.
  Healing Meditation:
  Healing Meditation: Going into a DC 10 astral trance 
  for one hour, the ubiquarian can realign their body and 
  either recover all of their lost Stamina from Projection 
  (above) and Duplication (below), or heal 1 hp per level. 
  Duplication:
  Duplication: The ubiquarian gets their name from their 
  ability to split into multiple astral forms and give each 
  one a physical manifestation. A DC 15 astral trance is 
  required to accomplish two forms (the original body 
  conducting the trance and one duplicate). A DC 20 
  astral trance grants four forms, DC 25 for eight forms, 
  and DC 30 for sixteen forms. The ubiquarian’s original 
  form is always included in that number. The more forms 
  that exist, the weaker they are. The character’s Stami-
  na and current hit points are divided evenly among the 
  original body and all the duplicates, rounded down. 
  The number of forms a character can take is capped by 
  the lower of their Stamina and current hit points. A ubi-
  quarian with 13 Stamina and 7 hp can take up to seven 
  forms - their host body and six duplicates. Astral forms 
  with physical manifestations are more stable and
  last 1 turn per class level. At the end of that duration 
  the original body loses 1 Stamina and can attempt to 
  continue with another check. If the host loses their last 
  Stamina point, all duplicates disappear and they go into 
  a coma for 1d12 turns, awakening with 1 point of Stami-
  na. Clerical healing will also awaken them and they will 
  receive 1 point of Stamina for each HD healed. 
  If the trancing form takes any damage, all duplicates 
  disappear and the original form wakes up. If a duplicate 
  goes to 0 hp, it disappears. When the trance ends, the 
  original form takes on all the injuries that the duplicates 
  received.
  An example: A 3rd level Ubiquarian with a Stamina 14 
  and 13 current hit points passes the DC 20 body trance re-
  quired to take four forms, including her original form. If her 
  current hit points had been 3, she would not have been able to 
  take on the fourth form. 
  Each form, including her original in the trance, have Stami-
  na 3 (14 divided by 4 forms) and 3 hp (13 divided by 4 forms).
  The four duplicates can roam freely for 3 turns (1 per class 
  level) before she needs to make another check. One of the du-
  plicates falls into a pit trap and takes enough damage to kill 
  it. It disappears. Then the trancing body is bitten by a rabid 
  rodent, taking two points of damage. The ubiquarian wakes 
  up, the other forms disappear, and she now has five points of 
  damage (the three she took from falling down the pit and the 
  two she took from the rabid rodent).
  Guided Meditation:
  Guided Meditation: A master ubiquarian may also bring 
  others with them on any of the above meditations. A total 
  of up to two meditators (including the ubiquarian), adds 
  +5 to the DC, up to four adds +10, up to eight adds +15, 
  and up to sixteen adds +20.
  Sneaky:
  Sneaky: Many ubiquarians have found work as scouts, 
  spies, and thieves. They receive a bonus to moving silent-
  ly and hiding in shadows depending on their class level. 
  Luck:
  Luck: Astral mishaps can happen to the most adept of 
  ubiquarians, a reminder that the Fates are whimsical (or 
  unreasonable). The ubiquarian’s Luck modifier is ap-
  plied to their rolls on the astral mishaps table.
  Action dice:
  Action dice: The ubiquarian’s action dice can be used for 
  attacks or duplication checks.
  Astral mishap: 
  Astral mishap: Even the most experienced ubiquarian 
  becomes an unintentional beacon when entering the 
  mysterious astral layer over the physical planes, poten-
  tially attracting a wide variety of horrors. As they mas-
  ter their art, they do learn to avoid the worst of them. 
  When the player rolls a Natural 1 on an astral trance, 
  roll a d20 and add the PC’s level and Luck modifier.
  
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  111
  Vis for
  is forVelociraptor
  Velociraptor
  Vis for
  is for
  You are a cunning and dangerous predator from 
  beyond time and space,  a creature out of another age. 
  Without reason,  you have been summoned to this 
  place. Without explanation, you understand the com-
  mon language spoken here as if it were your
  own. Without hesitation,  you are willing to do
  whatever it takes to survive extinction.
  You know little about this time and place,
  save that you have an opportunity to make
  your own way here.
  Hit points:
  Hit points: A velociraptor gains 1d6 hit points each level.
  Weapons training:
  Weapons training: A velociraptor is considered
  untrained in all weapons, regardless of their
  intelligence or will to use them. Lacking the
  dexterous fingers, opposable thumbs, and other
  advantages that million of years of evolution provides 
  makes it rather difficult, though not impossible, for a 
  velociraptor to make use of most weapons.
   A velociraptor who wishes to use weapons
  will roll a lower die (according to the die
  chain). A velociraptor may wear any type
  of armor, although expensive
  customization is often required for them
  to fit properly.  All armor fitted for a velociraptor costs 
  30% more gp than normal.
  Talons:
  Talons: A velociraptor has an unusually large, sick-
  le-shaped talon on the second toe of each hind foot
  that may be used as their primary weapons. When using 
  their talons, velociraptors are considered to be master 
  two weapon fighters, similar to halflings (see DCC core 
  rulebook pg. 60). These talons may be up to 5 inches in 
  length and inflict 1d4 points of damage each.
  Thick hide:
  Thick hide: A velociraptor has tough, often feathered 
  hide which grants an innate armor class bonus of +2, 
  similar to that of Leather armor. This innate AC bonus 
  is only applied when the velociraptor is wearing no other 
  armor.
  Speed:
  Speed: A velociraptor moves remarkably fast. It’s base 
  movement is 40’, and it can leap several times further and 
  twice as high as the average person.
  Bite:
  Bite: Velociraptors are vicious, carnivorous creatures 
  with sharp teeth and strong jaws. Biting while attacking 
  is part of a velociraptor’s combat instinct. A velocirap-
  tor may attempt a second attack using a d14 to hit that 
  causes 1d3 damage,  similar to the dwarf’s sword and 
  board ability (see DCC core rulebook pg. 52).
  Leaping:
  Leaping: A velociraptor may use its superior leaping 
  ability to declare a charge (see DCC core rulebook pg. 96). 
  This leaping charge does not cause an AC penalty on 
  subsequent turns.
  Carnivore:
  Carnivore: A velociraptor is required to eat at least 
  one meal of raw flesh per day to survive. Because they 
  are from another time,  their digestive system may not 
  be able to handle eating the meat of certain creatures.  
  When trying new meat,  a velociraptor must pass a DC 
  13 Fort save. If the save is failed,  the velociraptor is 
  unable to digest that creature and suffers 1d3 points of 
  temporary stamina damage. If this saving throw is fum-
  bled, the velociraptor must save again against a random 
  poison chosen from appendix P: poisons (see DCC core 
  rulebook pg. 446). If a critical success is rolled when 
  trying a new meat,  eating that type of meat will heal 
  1d3 hit points per meal.  If the save is passed without a 
  critical success, eating that type of meat heals 1 hp per 
  meal. A velociraptor cannot eat more than five meals 
  per day. If a velociraptor is unable to procure any meat 
  in a given day it will begin to starve to death, losing 1d3 
  points of hp each subsequent day spent starving until it 
  wastes away. 
  Alignment:
  Alignment: Being that they have newly arrived upon 
  this world,  velociraptors have the choice of any align-
  ment open to them. Most choose to be neutral,  inter-
  ested only in surviving and finding their own place as a 
  stranger in a strange land. Others choose to forego their 
  new-found knowledge and revert to their chaotic reptile 
  brain,  functioning on pure animal instinct.  Others still 
  find solace in lawful institutions,  usually settling into a 
  monastic life with whatever religious order will accept 
  them without judging their appearance.  Velociraptors 
  are often viewed with fear and contempt,  making it 
  considerably more difficult for even the most lawful 
  among them to blend into common society.
  Clever girl:
  Clever girl: When attacking a distracted opponent from 
  the flank or rear, a velociraptor is granted a d3 deed die 
  and may declare a deed, similar to a warrior (see DCC 
  core rulebook pg. 88). This deed may be modified with a 
  die chain bonus according to the following conditions 
  (and others, at the judge’s discretion) :
  Defender is…
      
        Engaged in combat                   
  +1d
        Fleeing                                        
  +1d
        Surrounded                               
  +1d
        Injured / bleeding                               +1d / injury
        Helpless or prone                     
  +2d
  Action Dice:
  Action Dice: A velociraptor may use their action dice 
  for attack rolls and skill checks.
  Attacks and saves:
  Attacks and saves: A velociraptor uses the same attack 
  bonus and save progression as a Halfling of its level (see 
  DCC core rupebook pg. 62).
  Critical hits and action dice:
  Critical hits and action dice: A velociraptor uses the 
  same critical hits and action die as a Halfling of its level 
  (see DCC core rupebook pg. 62).
  Note:
  Note: Like most fictitious depictions of Velociraptors, this 
  class is actually based upon Deinonychus, a larger and more 
  dangerous dinosaur with a less exciting name.  This class is 
  not designed to be scientifically accurate,  and should not be 
  played as such... unless you want to.  Do whatever feels the 
  most fun, you are playing as a dinosaur!
  
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  W is for
   is for
  Wolf 
  olf Girlirl
  Bristling with primal energy, finely tuned to her territory, 
  thriving on self-governance—the Wolf Girl is an unapol-
  ogetic autarch, motivated by razor sharp instincts and a 
  ferocious drive to survive. Her prevailing ideology is essen-
  tially solipsistic: preservation of self, and of the environs that 
  sustain her. Threats to this paradigm are dispatched with 
  swift brutality. Depending on her natural empathy, a Wolf 
  Girl’s sense of self can expand to include friends and causes, 
  which she will defend with exceptional displays of courage 
  and sacrifice.
  Wolf Girl has an inner wolf; she is a shifter, dominated by 
  mood swings, focused anger, and unresolved trauma. Resid-
  ing in the wild, she and her lupine companion are self-pos-
  sessed, meditative, and stunningly savage.
  A Wolf Girl might use her connection with the earth to craft 
  potent medicines, bezoars, and alchemical components. She 
  might also be a master of her physical reality: platforming 
  buildings, deflecting gunfire, and lancing targets from hun-
  dreds of yards away. Wolf Girl’s origins and motivations 
  differ as well. The Wolf Girl is a paragon of natural balance.  
  Hit Points:
  Hit Points: Wolf Girl gains 1d6 hit points per level, plus 
  stamina bonuses.
  Weapon Training:
  Weapon Training: Wolf Girl uses the following weap-
  ons: bows, daggers, darts, spears, nets, slings, staves. 
  Nothing forged, nothing metal. (Wood, bone, volcanic 
  glass, etc.). Any hide, bone, leather or pelt armor or 
  shielding is acceptable.
  Alignment:
  Alignment: Wolf Girls may vary in their motivations, 
  but they are invariably Lawful or Chaotic. The only 
  metric of truth they subscribe to is their own. This sense 
  of truth is based on their background and engendered at 
  an early age.
  Industry aversion:
  Industry aversion: Wolf Girl is alleric to anything made 
  by industry (as an elf is vulnerable to iron).
  Commune with nature:
  Commune with nature: This ability allows the Wolf Girl 
  to make a sacrifice to nature as an action. Depending on 
  the spiritual value of the offering, your communion may 
  invoke a vision related to your current quest (Judge may 
  arrange details).
  Wolf familiar:
  Wolf familiar: A life-long bond exists between the Wolf 
  Girl and a specially selected wolf companion. This 
  functions just like a wizard’s familiar, but with wolf stats 
  from the DCC RPG core book. (See table WG-02 below). 
  Vengeful spirit:
  Vengeful spirit: Add your spirit die to weapon damage 
  die and unarmed damage against foes who have dealt 3+ 
  hit points of damage to the Wolf Girl.
  Smell magic/see spirits:
  Smell magic/see spirits: Wolf girls can smell magic like 
  a dwarf can smell gold, and they are able to see spectral 
  and ethereal creatures.
  Spirit charms:
  Spirit charms: Animistic connections grant the Wolf 
  Girl a limited spellcasting ability. This works in the 
  same way that a Thief uses magical scrolls, but the Wolf 
  Girl must commune with nature to get the ‘scroll’ which 
  must be etched into a skin, bark, hide, or leaf. Add your 
  spirit die to casting attempts made with  spirit charms.
  Leap:
  Leap: Roll the spirit die and add that number in feet to 
  the total distance any time the Wolf Girl attempts to 
  jump from one place to another.
  Beast tongues:
  Beast tongues: Gain the Wolf language and 1 other beast 
  language per 1 point of intelligence bonus (Bear, Eagle, 
  Ferret, Horse, or Spider).
  Wolf-born:
  Wolf-born: Add your Luck bonus to unarmed attack 
  rolls. If you possess the ‘Raised by wolves’ Birth Augur 
  (pg19 of DCC RPG), add your Luck bonus twice.
  Action Dice:
  Action Dice: Wolf Girls may use their actions for at-
  tacks or spirit charm spellcasting.
  
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  115
  X IS FOR XENOCYTE
  X IS FOR XENOCYTE
  Spawned from the Protean depths of deep space, Xe-
  nocytes are highly evolved hunters with traits compa-
  rable to enormous predatory insects. With a flexible 
  genotype, these creatures adapt quickly and evolve 
  within one generation of each other. Capable of rending 
  through titanium manifolds or scaling slick concrete 
  walls, Xenocytes are specially bred to operate in a ‘pack’ 
  as a means to hunt their prey using their impressive 
  array of physical weaponry. 
  Rarely, Xenocytes will develop aberrant behavior pat-
  terns and will express a limited form of free will, mi-
  grating from their spawning grounds and familial pack 
  to establish new territory or form their own ‘pack’ with 
  other beings.
  Hit Points:
  Hit Points: Xenocytes gains 1d10 hit points per level.
  Weapon Training:
  Weapon Training: Xenocytes are only normally capable 
  of using their talons, teeth and tail in combat. They rely 
  on their flexible exoplating to protect them in place of 
  worn armor.
  Alignment:
  Alignment: Bred from xenogenetic stock, these beings 
  are ‘programmed’ during amniotic development to 
  fit into a specified disposition. Lawful Xenocytes are 
  hierarchical and will use patience and calculation to 
  hunt. Chaotic genotypes possess unbridled aggression, 
  with stimulated adrenal glands that keep them in a state 
  of near-frenzy. Neutral dispositions will attempt to nest 
  and procreate as often as they will join the hunt. 
  Alien senses:
  Alien senses: Xenocytes use dermal sensory receptors to 
  navigate surroundings and locate prey. Standard range 
  is 100’ and will detect solid obstacles and moving heat 
  signatures. If any barrier thicker than 1’ is between your 
  xenocyte and its quarry, you may spend an action die to 
  narrow your sensory field. For 1d3 rounds, you may roll 
  your Xeno die and penetrate that many feet worth of 
  barriers when sensing, but you will not detect anything 
  beyond that range.
  Leap and climb:
  Leap and climb: Roll the Xeno die and add that num-
  ber in feet to the total distance any time you attempt to 
  jump or climb from one place to another.
  Xeno morphology:
  Xeno morphology: Every Xenocyte is grown in a pod of eggs from uniquely combined gene sequences that allow 
  for a variety of tasks and hunting styles. When creating a 1st level Xenocyte, choose 1 of 3 options for Head Type, 
  Torso Type, Legs, Arms, and Tail (see table X-02
  X-02 below). Your Xeno die will be used to perform or augment cer-
  tain actions.
  
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  117
  Y is for
  is for
  YOUTHFUL
  OUTHFUL M
   MUSICIAN
  USICIAN
  (inspired by Jeff Quick’s game Hijinx, appearing in Polyhedron #158)
  “I would have gotten away with it, too, if it wasn’t for you meddling kids!” - Villain
  Villain
  In every age, in every land, there have been those good souls 
  who travel amongst the needy and who work to undo the mach-
  inations of evil. There is something about youth, exuberance, 
  and transgressive music that stirs adolescence and young adults 
  into travel and the championing of all that is good and right. 
  Often, these foolhardy souls simply strive to right the wrongs 
  caused by petty men and women against their neighbors, but 
  every now and then they stymie the efforts of galaxy-spanning 
  cults, supernatural beings, and weird entities from beyond the 
  stars. They fight the good fight for the sheer reward of it, ask-
  ing no recompense and wandering here and there living where 
  the needs of Law might take them. They tend to attract weird-
  ness of all kinds, and are frequently accompanied by talking an-
  imals, beneficent spirits, barmy obsolete robots, and all manner 
  of other companions. Playing music is something of a side gig, 
  or perhaps solving mysteries is the side gig - often there is no 
  way to tell...
  Hit Points:
  Hit Points: A Youthful Musician gains 1d8 Hit 
  Points at each level, plus Stamina bonuses.
  Weapon training:
  Weapon training: Youthful musicians never train 
  to use weapons, and indeed violence is contrary to 
  the nature of their efforts. Whenever a Youthful 
  Musician is armed with a weapon of any kind, he 
  or she suffers a -2d penalty to all Action Die rolls, 
  unless the weapon is improvised in which case the 
  penalty is at -1d. See below. This does not affect 
  unarmed attacks and grapples, or Action Dice 
  used to escape from grapples.
  Alignment:
  Alignment: Youthful Musicians act in a man-
  ner that is wholly in tune with justice, righting 
  of wrongs, and promotion of Universal Law, 
  although they are not official police officers or 
  sworn agents. There are no Neutral or Chaotic 
  Youthful Musicians, although there are many 
  neutral and chaotic musicians who are youthful, 
  and of course bards exist but they are not Youthful 
  Musicians. Should a Youthful Musician be converted 
  to Neutrality or Chaos, they suffer a -2d penalty to all 
  Action Rolls until they are able to change again to Law.  
  They keep their current Hit Points, but in all other 
  ways they are considered 0-Level characters with no 
  particular access to skills other than occupational ones 
  (even the ones listed below).
  Luck:
  Luck: Youthful musicians can choose to apply their 
  Luck modifiers or not to whatever Actions they are 
  attempting, as a class skill. They do not recover Luck 
  points naturally - only under certain conditions de-
  scribed below.
  Boon Companion:
  Boon Companion: In addition to other party members, 
  a Youthful Musician can attempt to influence an NPC 
  to accompany them in their travels and work toward the 
  ends of Law. The target gets a save to resist this influ-
  ence, equal to the Youthful Musician’s Personality score 
  plus the Youthful Musician’s Luck Bonus. If the target 
  fails, they will be caught up in the Adventure at hand, 
  and will assist if possible until sent away, killed, or 
  separated by circumstances. A YM may have one boon 
  companion per level at any given time. These will not 
  commit suicidal acts, but they will be inclined to help 
  the PC’s cause for inexplicable reasons.
  Gimme a Hand, Here, Wouldya?:
  Gimme a Hand, Here, Wouldya?: If assisting the 
  non-combat actions of another PC, the Youthful Musi-
  cian may ‘burn’ appropriate statistics to add a 1/1 mod-
  ifier to the other PC’s roll.  At this time the YM’s Luck 
  modifier may be added as well. These bonuses do not 
  apply to Actions undertaken in combat.
  Scram!:
  Scram!: If the party is outnumbered, or if a foe has more 
  Hit Dice than the Youthful Musician has levels, then 
  the Youthful Musician may opt to retreat expeditiously 
  if on foot or in a vehicle, increasing the movement rate 
  of all party members or their conveyance to 1.5 times 
  the normal amount until escape or capture.
  Fight the Good Fight:
  Fight the Good Fight: In addition to experience awards 
  gained through questing and adventure, a Youthful 
  Musician always earns Luck according to how they have 
  helped the downtrodden.  Assisting the plights of Law-
  ful or oppressed NPCs gains a 1d4 Luck bonus for that 
  encounter. Assisting Neutral NPCs in the same man-
  ner earns 1d3 Luck, and even showing kindness to Evil 
  NPCs gains 1 Luck for that encounter. These bonuses 
  will not take the Youthful Musician’s Luck above the 
  normal maximum.
  Like, Peace is Groovy, Man:
  Like, Peace is Groovy, Man: The -2d penalty to an 
  armed Youthful Musician’s Action Die applies to foes 
  and attackers instead if the Youthful Musician is NOT 
  armed.  Any to-hit, damage, and damaging spell cast at 
  the YM is affected this way if he or she is unarmed.
  I’d Like to Teach The World To Sing:
  I’d Like to Teach The World To Sing: Since it is known 
  that the forces of Law take pleasure in wholesome 
  music, a calling of the Youthful Musician is to travel 
  and perform.  Not with the same gravitas as the Bard, of 
  course, but to bring happy tunes to the downtrodden is 
  perhaps the Youthful Musician’s primary calling - after 
  solving mysteries, of course. Whenever a performance 
  of music is undertaken by the Youthful Musician and 
  his or her comrades (including the Boon Compan-
  ions), then several extraordinary things occur. First, 
  the Youthful Musician is able to supply the entire party 
  with improvised musical instruments, and no matter 
  their inherent quality or skill, they will be sufficient to 
  raise moods. Each performer gains +1 Luck, and for 
  each Boon Companion that participates, the Youthful 
  Musician may distribute Luck points to the party as 
  needed. If actual musical instruments are available, then 
  each performer gains +1d3 Luck, and the audience will 
  be immensely gratified and offer a boon. These bene-
  fits can stack with the positive effects of other Youthful 
  Musicians, so that a party composed of YMs entirely 
  will often be very lucky, and frequently running from 
  combat to friendlier places.
  Action dice:
  Action dice: Youthful Musicians use their Action dice 
  for any normal actions, class abilities, and skill checks. 
  
  118
  118
  119
  119
  “You are a champion of the one true god, your god. The ene-
  my of your god is your enemy, the friends of your god are your 
  friends. No god is greater than your god, no worshipper is 
  more devout than you. You are your god’s chosen one ”
  Hit points:
  Hit points: A zealot gains 1d8 hit points at each level. 
  Weapon training:
  Weapon training: A zealot is trained in the weapons used 
  by faithful followers of his god (see DCC RPG core pg32).
  Alignment:
  Alignment: A zealot’s alignment must match his god’s. 
  Zealots of chaotic alignments belong to secret cults and 
  strange sects. They travel the world to recruit new cult-
  ists and undermine their enemies. Zealots of lawful align-
  ments belong to organized religious groups. They may 
  lead a rural congregation, adventure on great crusades to 
  convert heathens, or defend holy relics as a militant arm 
  of the church. Neutral zealots tend toward philosophical 
  affiliations. They may be druids who champion the one-
  ness of nature or dark theosophists who research the dead 
  gods that originally created the universe. A zealot who 
  changes alignment loses the support of  his god.
  Choosing a god:
  Choosing a god: At 1st level, a zealot selects a god to  
  worship, and in doing so chooses one side of the eternal 
  struggle. Zealots who worship demons and devils, mon-
  sters, fiends, Chaos Lords, and Set and the other dark 
  gods of the naga are servants of Chaos. Zealots who 
  worship lawful gods, nascent demi-gods, principles of 
  good, immortals, celestials, guardians, and the prehis-
  toric gods of the sphinxes are servants of Law. Zealots 
  who stand at the balancing point, placing faith in the 
  eternal struggle itself rather than the factions arrayed 
  about it, are neutral in alignment. These “neutral” 
  zealots may still be good, evil, or truly neutral,  and as 
  such are either druids, Cthulhu cultists, or guardians 
  of balance. All zealots pray to join their god in a nev-
  er-ending afterlife. While still clothed in mortal form, 
  zealots find a place among others with similar beliefs. 
  The weak follow their order, the strong lead their or-
  der, and the mighty are living avatars of their gods. As a 
  zealot progresses in level, he moves through these ranks. 
  A zealot’s choice of god must match his alignment, and 
  determines weapon groups, holy powers, and magical  
  spells. Zealots may choose any god the Judge allows.
  Fervor:
  Fervor: Unlike a cleric, a zealot does not gain or lose 
  favor, they gain fervor by performing deeds which 
  their god would approve of. For example: A zealot of 
  Choranus would gain Fervor from destroying Un-dead, 
  killing necromancers, and performing rites to prevent 
  the dead from rising as Un-dead. Acting in a manner 
  against your gods tenets, will cause loss of fervor as 
  well. A zealot of Choranus that allows a necromancer to 
  live would lose fervor. Fervor is not easily gained, and 
  each specific act may only be rewarded once per day. 
  Destroying 10 un-dead in a single day typically grants 
  1 Fervor, though at the Judge’s discretion, a great act 
  may grant more, for example destroying a Necroman-
  cer Lord with his retinue of 500 skeletons should grant 
  additional fervor, especially if the zealot used fervor to 
  defeat the affront to his god. A Sacrifice can be used to 
  grant Fervor as well. 1 point of fervor per 100gp value 
  sacrificed is standard.
  The higher the fervor level, the higher the Fervor die. 
  When the Fervor die is used, Fervor drops by 1. If the 
  roll is a 1, all fervor is lost. 
          Fervor  
   
  Fervor Die:
  Fervor  
   
  Fervor Die:
   
  1:  
   
   
  +d3
   
  2:  
   
   
  +d4
   
  3:  
   
   
  +d6
   
  4-5:  
   
   
  +d8
   
  6-8:  
   
   
  +d10
   
  9-13:   
   
  +d12
   
  21+:  
   
   
  +d16
  Attack modifier:
  Attack modifier: The zealot has a fixed attack bonus. 
  The zealot may spend Fervor points to add an extra die 
  to any attack, damage, or skill roll. The zealot may also 
  use the Fervor die to pay for a Mighty Deed die. 
  Divine aid:
  Divine aid: As a champion of the chosen god, a zealot 
  is entitled to beseech his deity for divine aid. To request 
  divine aid, the zealot makes a spell check by burning 
  Fervor and adding the zealot’s level and Personality 
  bonus. Based on the result of the spell check, the judge 
  will describe the result. Simple requests (e.g., lighting 
  a candle) are DC 10 and extraordinary requests (e.g., 
  summoning and controling a living column of flame) 
  are DC 18 or higher.
  Luck:
  Luck: A zealot’s Luck modifier applies to all damage 
  rolls while using a weapon holy to their god.
  Action dice:
  Action dice: Action dice are used by the Zealot in 
  combat. The zealot is not a spellcaster, except through 
  divine aid.
  Some example holy acts:
  Some example holy acts:
  Worshipping the moon or wolves (Shul, god of the moon)
  Worshipping the moon or wolves (Shul, god of the moon)
  Starting or fighting in wars (Klazath, god of war)
  Starting or fighting in wars (Klazath, god of war)
  Stopping or preventing wars (Ulesh, god of peace)
  Stopping or preventing wars (Ulesh, god of peace)
  Sun worship, destroying un-dead (Choranus, the Seer Father)
  Sun worship, destroying un-dead (Choranus, the Seer Father)
  Creating or using smithed goods (Daenthar, the Mountain Lord)
  Creating or using smithed goods (Daenthar, the Mountain Lord)
  Righting wrongs, being brave (Gorhan, the Helmed Vengeance)
  Righting wrongs, being brave (Gorhan, the Helmed Vengeance)
  Bringing justice to the downtrodden (Justicia, goddess of mercy)
  Bringing justice to the downtrodden (Justicia, goddess of mercy)
  Seeing through a deception (Aristemis, the Insightful One)
  Seeing through a deception (Aristemis, the Insightful One)
  Keeping or solving a mystery (Amun Tor, god of riddles)
  Keeping or solving a mystery (Amun Tor, god of riddles)
  Protecting flora and fauna (Ildavir, goddess of nature)
  Protecting flora and fauna (Ildavir, goddess of nature)
  Traveling through or under the sea (Pelagia, sea goddess)
  Traveling through or under the sea (Pelagia, sea goddess)
  Hibernating in the deep (Cthulhu, priest of the Old Ones)
  Hibernating in the deep (Cthulhu, priest of the Old Ones)
  Spreading plagues (Ahriman, god of death and disease)
  Spreading plagues (Ahriman, god of death and disease)
  Enacting secret plans (Hidden Lord, god of secrets)
  Enacting secret plans (Hidden Lord, god of secrets)
  Ruination and desecration (Azi Dahake, demon prince of waste)
  Ruination and desecration (Azi Dahake, demon prince of waste)
  Advancing the amphibian agenda (Bobugbubilz, demon lord)
  Advancing the amphibian agenda (Bobugbubilz, demon lord)
  Killing lawful dragons, spreading chaos (Cadixtat, chaos titan)
  Killing lawful dragons, spreading chaos (Cadixtat, chaos titan)
  Polluting, spreading filth (Nimlurun, the unclean one)
  Polluting, spreading filth (Nimlurun, the unclean one)
  Leaving corpses to rot (Malotoch, the carrion crow god)
  Leaving corpses to rot (Malotoch, the carrion crow god)
  
  120
  120
  121
  121
  Notes and appendices I
  Notes and appendices II
  Some material in this book may include ambiguous rules 
  or esoteric mechanics. If you or your Judge have any 
  questions about the content of this book, feel free to 
  forward them to dungeon.remixer@gmail.com. We’d 
  love to hear from you!
  Here are some of our most-frequently asked questions:
  Where is the Velociraptor class advancement table?
  The Velociraptor uses existing tables from the Halfling 
  class - check the full description for guidelines.
  What form does an Intelligent Weapon take?
  In pulp fantasy literature, IW’s are usually blades. But 
  your Judge might use Weapons of other types also.
  The Editor class is missing an attack bonus progression...?
  If an Editor wants an attack bonus progression, they 
  will have to perform some in-game editing on their own.
  Where can I find the full credits for the Black Cat class?
  Right here! It was designed by Anne Hunter, Danny 
  Hood, Doug Kovacs, Forrest Aguirre, Jarrett Crader, 
  Jess Newman, Jon Wilson, Josh Frick, Julian Bernick, 
  Keith G. Nelson, Maxwell Spann, Regina hart, Kirwyn, 
  and Robert Knobbe.
  As a Judge, I’m not certain which classes to allow 
  at my game table. My game is medieval fantasy, 
  and some of these classes seem like a poor fit. Help?
  We encourage Judges to experience the 26 new 
  classes in whatever way feels the most fun. If 
  making them fit into your game world doesn’t 
  feel right, and you’re worried about violating 
  suspension of disbelief, don’t fret. Browse the 
  entries and you’ll notice many of the classes 
  include suggestions for incorporating them into 
  existing game worlds in a way that makes logi-
  cal sense. If you still can’t find a way to validate 
  the existence of ninja vampires in your high 
  fantasy story, simply rename them or reshape 
  them to suit your game. Exercise creativity.
  With 26 new classes available, it might be hard to decide 
  what to play. Below is a table providing easy reference 
  for each class and what archetypes or roles they fit into.
  Don’t be afraid to experiment by making your own 
  unique classes, too. Try by first choosing a set of themes 
  you’d like to play around with. Then look at existing 
  classes that possess a similar set of skills or abilities. Mix 
  and match by using existing tables as a guideline for 
  your ten levels of progression. Experiment and playtest 
  with your friends. I bet you’ll make something cool!
  How exciting would it be to play an un-dead cybernetic 
  velociraptor? Try playing something new, and don’t be 
  afraid to experiment with something off-the-wall or ex-
  tremely gonzo. Some of the most memorable DCC RPG 
  experiences take place when something highly unusual 
  or unexpected happens.
  As a Judge, adding 26 new classes to your game might 
  feel daunting. Just remember, this is your game and 
  you are at the wheel. As with the DCC RPG ethos, it’s 
  always more fun to say ‘yes, but...’ than it is to say ‘no’.
  How do I introduce these classes after a funnel adventure? 
  How does my 0-level gongfarmer turn into an Ogre?
  There’s no easy answer here, but we suggest that Judg-
  es practice unique and creative solutions. Maybe your 
  gongfarmer unzips his skin-suit, shedding it to reveal 
  the TRUE identity of the ogre beneath. OR maybe your 
  gongfarmer was eaten off-screen by an ogre, who joins 
  the party in his stead. It might be a challenge to come 
  up with a scenario every time. But we believe in you!
  At Dungeon Remixer, we follow a simple philosophy. 
  We take old ideas and new ideas and combine them to 
  produce something different. Below are some new ways 
  you can use this book to add to your game.
  • • Give the Velociraptor free use of the Gobble critical hit 
  Give the Velociraptor free use of the Gobble critical hit 
  table (Class Alphabet pg93).
  table (Class Alphabet pg93).
  • • Make a Clowder of Cats. Combine the Goblin Gang 
  Make a Clowder of Cats. Combine the Goblin Gang 
  and Black Cat class. Remove luck abilities, extra lives, 
  and Black Cat class. Remove luck abilities, extra lives, 
  and spells. Keep the lowest values from both classes.
  and spells. Keep the lowest values from both classes.
  • • Convince the entire group to play Editors.
  Convince the entire group to play Editors.
  • • Change the animal companion of the Wolf Girl to 
  Change the animal companion of the Wolf Girl to 
  any other kind of beast. Penguin would be interesting. 
  any other kind of beast. Penguin would be interesting. 
  Remix the existing abilities to suit your new parent.
  Remix the existing abilities to suit your new parent.
  • • Remove deed die from any class that uses them. Re-
  Remove deed die from any class that uses them. Re-
  place with a standard attack table of the Judge’s choice. 
  place with a standard attack table of the Judge’s choice. 
  In place of deeds, allow players to select one ability 
  In place of deeds, allow players to select one ability 
  from any existing class.
  from any existing class.
  • • If you’re a Judge, use existing monstrous classes to 
  If you’re a Judge, use existing monstrous classes to 
  create unique encounters for your party. Follow the 
  create unique encounters for your party. Follow the 
  guidelines for monster creation as they appear in the 
  guidelines for monster creation as they appear in the 
  core rulebook, but sprinkle in abilities from the classes 
  core rulebook, but sprinkle in abilities from the classes 
  in this book. Replace class level with hit die and you’ve 
  in this book. Replace class level with hit die and you’ve 
  got a new assortment of monsters to challenge your PCs 
  got a new assortment of monsters to challenge your PCs 
  with.
  with.
  • Try adding your own custom options to Battle Cries, 
   Try adding your own custom options to Battle Cries, 
  Corrupted Appearances, Cybernetic Upgrades, or Xeno 
  Corrupted Appearances, Cybernetic Upgrades, or Xeno 
  Morphology. You might come up with an entirely new 
  Morphology. You might come up with an entirely new 
  class altogether!
  class altogether!
  
  122
  122
  123
  123
  OGL and licensing info
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”De-
  rivative Material” means copyrighted material including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may 
  only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may 
  be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, roy-
  alty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copy-
  right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as express-
  ly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate com-
  patibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing 
  are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach with-
  in 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent neces-
  sary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Notes and appendices III
  Here is a Required Reading list. Some of these entries are blog sites or podcasts.
  • • Appendix N book club. 
  Appendix N book club. https://appendixnbookclub.com/
  • • Byrginstow. 
  Byrginstow. http://bygrinstow.com/
  • • Crawling Under a Broken Moon. 
  Crawling Under a Broken Moon. http://crawlingunderabrokenmoon.blogspot.com/
  • • Doomslakers! 
  Doomslakers! http://doomslakers.blogspot.com/
  • • DIY & Dragons. 
  DIY & Dragons. https://diyanddragons.blogspot.com/
  • Halls of the Nephilim. 
   Halls of the Nephilim. http://punverse.blogspot.com/
  • • Julio’s RPG cove. 
  Julio’s RPG cove. https://juliosrpgcove.com/resources/
  • • Kill it with Fire! 
  Kill it with Fire! http://killitwithfirerpg.blogspot.com/
  • Old Skulling. 
   Old Skulling. http://oldskulling.blogspot.com/
  • People them with Monsters. 
   People them with Monsters. http://peoplethemwithmonsters.blogspot.com/
  • • Raven Crowking’s Nest. 
  Raven Crowking’s Nest. http://ravencrowking.blogspot.com/
  • • Sanctum Secorum. 
  Sanctum Secorum. http://sanctum.media/blog/
  • • Spellburn. 
  Spellburn. http://spellburn.com/
  Here is an Alphabet of Game Worlds. These settings are easily compatible with many of the classes in this book. 
  Haven’t heard of some of these? Maybe that’s because some of these worlds don’t exist yet! Others may exist 
  already, but may also require internet wizardry to find.
  • • A is for Aereth.
  A is for Aereth.
  • • B is for Birdworld.
  B is for Birdworld.
  • • C is for Crawljammer.
  C is for Crawljammer.
  • • D is for Dark Trails.
  D is for Dark Trails.
  • • E is for Earth (dying).
  E is for Earth (dying).
  • • F is for Flavortown.
  F is for Flavortown.
  • G is for Goblintown.
   G is for Goblintown.
  • H is for Hubris.
   H is for Hubris.
  • • I is for Immortal Inlands.
  I is for Immortal Inlands.
  • • J is for Joisey.
  J is for Joisey.
  • • K is for Katatonia.
  K is for Katatonia.
  • • L is for Lankhmar.
  L is for Lankhmar.
  • • M is for Melniboné.
  M is for Melniboné.
  • • N is for Nowhere City.
  N is for Nowhere City.
  • O is for Oozopolis.
   O is for Oozopolis.
  • P is for Purple Planet.
   P is for Purple Planet.
  • • Q is for Quandary Island.
  Q is for Quandary Island.
  • • R is for Radlands.
  R is for Radlands.
  • • S is for Shudder Mountains.
  S is for Shudder Mountains.
  • • T is for Terra A.D.
  T is for Terra A.D.
  • • U is for Umerica.
  U is for Umerica.
  • V is for Vehicle Mayhem.
   V is for Vehicle Mayhem.
  • W is for Wabbit World.
   W is for Wabbit World.
  • X is for Xcrawl!
   X is for Xcrawl!
  • Y is for Yancy Street.
   Y is for Yancy Street.
  • Z is for Zoinksville.
   Z is for Zoinksville.
  
  124
  124
  OGL and licensing info
  The following items are designated Product Identity, as defined in Sec-
  tion 1(e) of the Open Game License Version 1.0a, and are subject to the 
  conditions set forth in Section 7 of the OGL, and are not Open Content: A 
  is for Ape Ascendant, B is for Black Cat, C is for Cyber-zombie, D is for 
  Drug User, E is for Editor, F is for Flesh-forged, G is for Goblin Gang, H 
  is for Hellfont, I is for Intelligent Weapon, J is for Jockey, K is for Knave, 
  L is for Lemurian, M is for Monster Trainer, N is for Ninja Vampire, O 
  is for Ogre, P is for Puppet Master, Q is for Quantum Wanderer, R is for 
  Ro-bard, S is for Slimenoid, T is for Tenacious D-fender, U is for Ubi-
  quarian, V is for Velociraptor, W is for Wolf Girl, X is for Xenocyte, Y is 
  for Youthful Musician, Z is for Zealot.
  All fonts are licensed and used with permission. MMXX. Thinmouse Industries.
  All text and artwork belongs to its respective creator. See credits for details.
  The Class Alphabet for DCC RPG was created by Dungeon Remixer and gamers like you. 
  Also in cooperation with In Search of Games and Old Skull Publishing. All rights reserved.
  Some art appears courtesy of Necrotic Gnome. Used with permission.
  Some art appears courtesy of Shield of Faith Studios. Used with permission.
  Some art appears courtesy of In Search Of Games. Used with permission.
  Published by Yottaquest Press.
  Financial support made this book possible. Generously  provided by Christopher Mennell,  
  Mihailo Tešić, Ryan Full, and
  Mihailo Tešić, Ryan Full, and Yottaquest LLC.
  THIS TEXT MAY BE
  THIS TEXT MAY BE
  LEGALLY CONSUMED
  LEGALLY CONSUMED
  BY AN EDITOR
  BY AN EDITOR
  ( COUNTS AS DCC RPG
  ( COUNTS AS DCC RPG
  RULES TEXT FOR
  RULES TEXT FOR
  THE PURPOSES OF
  THE PURPOSES OF
  EDITOR ABILITIES )
  EDITOR ABILITIES )
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Supplements/The Class Alphabet for DCC RPG [spreads].pdf