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    Table 1-1: Ability Score Modifiers (pg 18 ) Score Mod. Wizard Spells Known Max Spell Level**

    3 -3 No spellcasting No spellcasting 4 -2 -2 spells* 15 -2 -2 spells* 16 -1 -1 spell* 17 -1 No adjustment 1

    8 -1 No adjustment 29 None No adjustment 210 None No adjustment 311 None No adjustment 312 None No adjustment 413 +1 No adjustment 414 +1 +1 spell 415 +1 +1 spell 516 +2 +1 spell 517 +2 +2 spells 518 +3 +2 spells 6

    * Minimum 1 spell.** Based on Intelligence for Wizards and Personality for Clerics.

    Saving Throws (pg 20 ) Saving Throw Ability ModifierFortitude StaminaReflex AgilityWillpower Personality

    Alignment Summary (pg 24 )

    L a w

    f u

    l Unity, order, authority, loyalty, charity.

    Does what is right and just. Chooses thepath of mankind over the path ofsupernatural dominance.

    N e u

    t r a l

    The balance of nature, the timelessness ofeternity, the nothingness of space. Oftenworships those that came before Law andChaos. Measured morality, a balance ofcosts and benefits.

    C h a o

    t i c Entropy, undermining of rule, natural

    order and the law of mankind. Bargainswith the supernatural. Chooses the path ofgreatest personal power over principle.

    Table 3-1: Weapons (pg 71 ) Weapon Damage Range CostBattleaxe* 1d10 - 7 gpBlackjack 1d3/2d6*** - 3 gpBlowgun 1d3/1d5 20/40/60 6 gpClub 1d4 - 3 gpCrossbow* 1d6 80/160/240 30 gp Dagger 1d4/1d10 10/20/30** 3 gpDart 1d4 20/40/60** 5 spFlail 1d6 - 6 gpGarrote 1/3d4 - 2 gpHandaxe 1d6 10/20/30** 4 gp Javelin 1d6 30/60/90** 1 gpLance# 1d12 - 25 gp Longbow* 1d6 70/140/210 40 gp Longsword 1d8 - 10 gp Mace 1d6 - 5 gp

    Polearm* 1d10 - 7 gpShortbow* 1d6 50/100/150 25 gp Shortsword 1d6 - 7 gpSling 1d4 40/80/160** 2 gpSpear# 1d8 - 3 gpStaff 1d4 - 5 sp2-Handed Sword* 1d10 - 15 gp Warhammer 1d8 - 5 gp

    * Two-handed weapon. Characters using two-handed weapons use a d16on initiative checks.** Strength modifier applies to damage with this weapon at close rangeonly.*** Damage dealt is always subdual damage. These weapons are p articularly effective when used with the elementof surprise. A thief who succeeds in a backstab attempt with one of theseweapons uses the second damage value listed. All other classes and allother thief attacks use the first value. Characters generally purchase normal straightedged daggers, butcultists, cave-dwellers, evil priests, alien worshipers, and othermenacing villains carry curvy or ceremonial daggers known as athame,kris, or tumi.# These weapons inflict double damage on a mounted charge. A lancecan only be used when mounted.

    Table 3-3: Armor (pg 72 ) Armor AC Pen Spd* Fum CostUnarmored +0 - - d4 FreePadded +1 - - d8 5Leather +2 -1 - d8 20Studded Leather +3 -2 - d8 45Hide +3 -3 - d12 30Scale mail +4 -4 -5 d12 80Chainmail +5 -5 -5 d12 150Banded mail +6 -6 -5 d16 250Half-plate +7 -7 -10 d16 550Full plate +8 -8 -10 d16 1200Shield** +1 -1 - d8 10

    * Human and elf base speed is 30. Dwarf and halfling base speed is 20.** Shields cannot be used with two-handed weapons.

    Table 4-1: Attack Roll Modifiers (pg 78 ) Condition Attack Roll Mod

    Melee Missile Missile fire range is

    Short Range - -Medium Range - -2Long Range - -1d

    Attacker is Invisible +2 -On higher ground +1 -Squeezing through tight space -1d -1dEntangled (net or otherwise) -1d -1dUsing an untrained weapon -1d -1dFiring missile weapon into melee* - -1

    Defender is Behind cover -2 -2Blinded +2 +2Entangled +1d +1dHelpless (paralyzed, sleeping, bound) +1d +1dKneeling, sitting or prone +2 -2

    * And 50% chance of friendly fire if attack misses; see page 96.

    The Dice Chaind3 d4 d5 d6 d7 d8 d10 d12 d14 d16 d20 d24 d30

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    Table 4-3: Two-Weapon Attacks (pg 94 ) Agility Primary Off Hand Critical Hits*8 or less -3 dice -4 dice None

    9-11 -2 dice -3 dice None12-15 -1 die -2 dice None16-17 -1 die -1 die Primary on max roll** 18+ Normal -1 die Primary as normal

    * Warriors and others with improved crit threat ran ges (i.e., those whocan crit on 19-20 or better) lose that ability when fighting two-handed.

    ** Primary hand scores a critical hit on a max die roll (16 on1d16) that also beats targets AC (no automatic hit)

    LuckA character can burn luck to give a one-timebonus to a roll on a 1 for +1 basis (or 1 for +2 ifhalfling), beforeor after his die roll.A character can only burn Luck to affect his owndie rolls (except for halflings). Luck cannot beburned to affect the die roll of other characters or

    monsters, even if they affect the character.Warriors and Dwarfs may burn a point of Luck toavoid rolling on the Fumble Table.Wizards may burn a point of Luck to avoidrolling on the Corruption Table.

    Mighty Deeds of Arms (pgs 88-92 ) Example Deeds

    Blinding Attacks, Disarming Attacks, Pushbacks,Trips and Throws, Precision Shots, RallyingManeuvers, Defensive Maneuvers, SignatureDeeds, Weapon-Specific Deeds

    A Warrior or Dwarf can declare a Mighty Deed of Arms,

    prior to any attack . If his deed die is 3 or better and theattack lands (e.g., the total attack roll exceeds the targets AC), the Deed succeeds.

    Morale Triggers (pg 94 ) Type TriggerGroup ofmonsters

    When the first creature is slain andwhen half the creatures have beenkilled or incapacitated.

    Singlemonster

    When it has lost half its hit points.

    Retainer When first encountering combat ordanger in each adventure and at theend of each adventure.

    Morale check = 1d20 + Will save, retainers also add theiremployers Personality modifier. Typical DC is 11.

    Difficulty Levels (pg 66 ) DC Description

    5 Childs play, minor challenges withpossibility of failure and/or consequences.

    10 Mans deed, weak and unskilled could notachieve these tasks.

    15 Feats of derring-do, it takes someone

    special to accomplish these tasks.20 Heros work, only the most super-humanheroes attempt and succeed at these tasks.

    Common Skill Checks (pg 67 ) Skill AbilityBalancing AgilityBreaking, bending, lifting StrengthClimbing Strength or AgilityListening LuckSearching, spotting Intelligence

    Sneaking AgilitySkill check (trained) = 1d20 + ability modifier vs. DCSkill check (untrained) = 1d10 + ability modifier vs. DC

    Actions (pgs 77-78 ) Each Round ActionFree Move (up to base speed)*1st Action Die Attack, Skill, Spell or Move2nd Action Die Attack**, Skill, Spell or MoveExtra Action Dwarf shield bash* Human/elf base speed is 30. Dwarf/halfling base speed is 20.

    ** A Wizard can only use his 2nd Action Die to cast a spell..

    Activity TimeDraw/sheathe weapon 1 action*Equip or drop shield 1 action*Open a door 1 action*Light a torch or lantern 1 actionUncork potion or unfurl scroll 1 actionLocate item in backpack 1 actionStand up from prone 1 actionMount or dismount steed 1 actionRead a scroll or drink potion 1 action

    * Can be included as part of a movement action.

    Other Combat RulesAbility Damage If reduced to 0: babbling idiot (Intelligence or Personality), incapable of movement

    (Strength or Agility), falls unconscious (Stamina), constant/bizarre mishaps (Luck)Catching fire 1d6 damage per round, use 1 action to make a DC 10 Reflex save to put outCharge 1 action, must move half speed, +2 to attacks rolls, -2 AC until next turnDropping a torch 50% chance of being extinguishedFalling 1d6 damage per 10, 6 = broken bone & -1 to Strength or Agility (players choice)Firing into melee 50% chance to hit ally on missed attack, re-roll attack vs. allys ACGrappling Opposed rolls adding higher of Agility or Strength Modifier + size advantage (+4

    for each multiple), winner pins target who cannot move or take significant actionsRecover Armor Recovered armor has a 25% chance of being useless, can be repaired for of the

    original cost, 75% chance found armor is human-sizedRecovering missiles Missed shots can be recovered, but have a 50% of being destroyed/uselessSubdual damage Characters proficient with swords, axes, clubs, spears, and staves can elect to

    reduce inflicted damage by -1 dieUnarmed combat 1d3 + Strength Modifier subdual damage

    Withdrawal All adjacent opponents immediately receive a single free attack againstwithdrawing character or monster

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    NS = No Save. NE = No Effect.T = Creatures up to this HD are turned in a quantity indicated. Unlessindicated, turned creatures receive a saving throw (Will vs. turn checkDC). A turned creature moves away from the cleric at maximum speedor cowers if unable to retreat. A turned creature continues to flee for3d10 minutes.D = Creatures are turned, and they take the indicated damage on the

    first round of turning.K = Creatures are automatically killed. The number of creatures killed isindicated after the K.Holy Smite = In addition to the turning effect and directed in the samedirection as the clerics line-of-sight for the turning attempt. All unholycreatures affected take the indicated damage automatically with no save.Beam: a concentrated ray of light that the cleric can direct against onetarget within 60. Cone: a cone is wide at its end as the length listed.

    Lay on Hands (pgs 30-31 ) SpellCheck

    AlignmentSame Adjacent Opposed

    1-11 Failure Failure Failure12-13 2 dice 1 die 1 die14-19 3 dice 2 dice 1 die20-21 4 dice 3 dice 2 dice22+ 5 dice 4 dice 3 dice

    Condition Healing (pg 30 ) Condition Required DiceBroken Limbs 1 dieOrgan Damage 2 diceDisease 2 diceParalysis 3 dicePoison 3 diceBlindness or deafness 4 dice

    Coinage (pg 70 ) 10 cp = 1 sp100 cp = 10 sp = 1 gp1,000 cp = 100 sp = 10 gp = 1 ep10,000 cp = 1,000 sp = 100 gp = 10 ep = 1 pp

    Table 1-4: XP Level Thresholds (pg 26 ) Level XP Req. Level XP Req.

    1 10 6 4102 50 7 5503 110 8 7104 190 9 8905 290 10 1090

    Table 7-9: Luck Changes (pg 361 ) Mod Changes+1to+3

    End of adventure. Accomplishing objectivesimportant to the Eternal Balance between lawand chaos.

    -1 Upon completing offending act. Offending apowerful demon, devil, or deity.

    -1 Immediate. Acting significantly outsidealignment.

    +1 At time of test. Faithful obedience to a god.+1 At whim of creature. Finding favor with a

    magical creature of great power.-1 At time of disobedience. Willfully disobeying

    the direct edict of a powerful supernatural.

    Table 4-4: Turn Unholy Result by HD (pg 97 ) Check Range Holy Smite 1 HD 2 HD 3-4 HD 5-6 HD 7-8 HD 9-10 HD 11-12 HD

    1-11 - - NE NE NE NE NE NE NE12-13 30 - T1 NE NE NE NE NE NE14-17 30 - T1d3+CL NE NE NE NE NE NE18-19 30 - T1d4+CL T1 NE NE NE NE NE20-23 60 - T1d6+CL T1d3+CL T1 NE NE NE NE

    24-27 60 Beam 60, 1d3 T1d8+CL, D1d4 (NS) T1d4+CL T1d3+CL T1 NE NE NE28-29 60 Cone 30, 1d4 T2d6+CL, D1d4 (NS) T1d6+CL T1d4+CL T1d3+CL T1 NE NE30-31 120 Cone 60, 1d5 K1d8+CL (NS) T1d8+CL, D1d4 (NS) T1d6+CL T1d4+CL T1d3+CL T1 NE32+ 240 Cone 120, 1d6 K2d6+CL (NS) T2d6+CL, D1d4 (NS) T1d8+CL, D1d4 T1d6+CL T1d4+CL T1d3+CL T1

    Experience Point Rewards (pg 359 ) XP Description0 Very easy encounter with little to no damage or resource loss for the adventurers. This is the kind

    of encounter that no longer challenges a group and c learly does not advance their skill level.1 An encounter with damage and resource expenditure but relatively easy nonetheless. The typical

    easy encounter falls into this bracket.2 A typical encounter. The characters incurred damage and were required to utilize resources to

    survive the encounter. No fatalities or significant losses.3 A difficult encounter, even with good tactics. Significant damage and potentially permanent

    consequences, possibly even a fatality.4 An extremely difficult encounter, one that the party barely survives. Multiple character fatalities,

    significant character damage, and potentially a retreat of some kind required.1-2 Non-combat encounters may also be worth experience points (e.g., bypassing hazards; advancing

    past dangerous situations). Thieves should receive XP for bypassing traps (typically 1-2 points),and puzzles should likewise be worth XP to all who participated in solving them. Mundane,class-related activities (1XP) and non-combat activities appropriate to class (2XP) can be rewarded.