DCC DotSK Character Generation
Name: TBD
Occupation: Potato Farmer
Ability Scores
Strength: 11
Agility: 12
Stamina: 12
Personality: 14
Intelligence: 9
Luck: 7
Saving Throws
Fortitude: +0
Reflex: +0
Willpower: +1
HP: 2
Lucky Sign: Guardian angel: Savings throws to escape traps
Items: pitchfork, hen, mirror (hand-sized)
Rolls
Attributes 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (443) = 11
3d6 : (156) = 12
3d6 : (444) = 12
3d6 : (662) = 14
3d6 : (621) = 9
3d6 : (124) = 7
Attributes 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (553) = 13
3d6 : (414) = 9
3d6 : (166) = 13
3d6 : (145) = 10
3d6 : (314) = 8
3d6 : (655) = 16
Attributes 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (153) = 9
3d6 : (233) = 8
3d6 : (553) = 13
3d6 : (241) = 7
3d6 : (565) = 16
3d6 : (464) = 14
Attributes 4 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (443) = 11
3d6 : (162) = 9
3d6 : (111) = 3
3d6 : (164) = 11
3d6 : (266) = 14
3d6 : (126) = 9
HPs (add stamina later) - (1d4, 1d4, 1d4, 1d4)
1d4 : (2) = 2
1d4 : (1) = 1
1d4 : (2) = 2
1d4 : (1) = 1
Lucky Signs - (1d30, 1d30, 1d30, 1d30)
1d30 : (18) = 18
1d30 : (13) = 13
1d30 : (2) = 2
1d30 : (27) = 27
Occupations - (1d100, 1d100, 1d100, 1d100)
1d100 : (44) = 44
1d100 : (8) = 8
1d100 : (27) = 27
1d100 : (16) = 16
Fistful of Coppers - (5d12, 5d12, 5d12, 5d12)
5d12 : (6421112) = 35
5d12 : (39488) = 32
5d12 : (831211) = 25
5d12 : (661074) = 33
Random item from table 3-4 - (1d24, 1d24, 1d24, 1d24)
1d24 : (15) = 15
1d24 : (10) = 10
1d24 : (14) = 14
1d24 : (2) = 2
farmer type - (1d6)
(1) = 1
Rolls
Guy 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (245) = 11
3d6 : (353) = 11
3d6 : (411) = 6
3d6 : (415) = 10
3d6 : (431) = 8
3d6 : (341) = 8
Guy 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (512) = 8
3d6 : (263) = 11
3d6 : (326) = 11
3d6 : (536) = 14
3d6 : (165) = 12
3d6 : (214) = 7
Guy 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (254) = 11
3d6 : (332) = 8
3d6 : (355) = 13
3d6 : (411) = 6
3d6 : (221) = 5
3d6 : (263) = 11
Guy 4 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (251) = 8
3d6 : (535) = 13
3d6 : (425) = 11
3d6 : (623) = 11
3d6 : (634) = 13
3d6 : (123) = 6
HP - (4d4)
(1242) = 9
Lucky Signs - (4d30)
(12789) = 45
Occupations - (4d100)
(51232456) = 154
Name: Elfy McElfington (TBD)
Occupation: Elven Barrister
Ability Scores
Strength: 7
Agility: 13
Stamina: 15
Personality: 10
Intelligence: 10
Luck: 10
Saving Throws
Fortitude: +1
Reflex: +1
Willpower: 0
HP: 2
Luck Modifier: Charmed house: Armor Class
Equipment: Quill (as dart), book, flint & steel
Money: 38 copper pieces
Rolls
Ability Scores 1 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (151) = 7
3d6 : (441) = 9
3d6 : (425) = 11
3d6 : (113) = 5
3d6 : (141) = 6
3d6 : (231) = 6
Ability Scores 2 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (613) = 10
3d6 : (322) = 7
3d6 : (535) = 13
3d6 : (166) = 13
3d6 : (111) = 3
3d6 : (153) = 9
Ability Scores 3 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (241) = 7
3d6 : (166) = 13
3d6 : (654) = 15
3d6 : (253) = 10
3d6 : (631) = 10
3d6 : (253) = 10
Ability Scores 4 - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (131) = 5
3d6 : (365) = 14
3d6 : (345) = 12
3d6 : (553) = 13
3d6 : (462) = 12
3d6 : (231) = 6
HP - (1d4, 1d4, 1d4, 1d4)
1d4 : (1) = 1
1d4 : (4) = 4
1d4 : (1) = 1
1d4 : (2) = 2
Luck Score Modifies - (1d30, 1d30, 1d30, 1d30)
1d30 : (3) = 3
1d30 : (27) = 27
1d30 : (23) = 23
1d30 : (20) = 20
Occupation - (1d100, 1d100, 1d100, 1d100)
1d100 : (76) = 76
1d100 : (63) = 63
1d100 : (30) = 30
1d100 : (21) = 21
Random Equipment - (1d24, 1d24, 1d24, 1d24)
1d24 : (7) = 7
1d24 : (2) = 2
1d24 : (8) = 8
1d24 : (14) = 14
Monies - (5d12, 5d12, 5d12, 5d12)
5d12 : (72101110) = 40
5d12 : (4126121) = 35
5d12 : (811289) = 38
5d12 : (2410312) = 31
Sheet should be ready tomorrow night, I hope. Traveling for work this week...
Occupation: Potato Farmer
Ability Scores
Strength: 11
Agility: 12
Stamina: 12
Personality: 14
Intelligence: 9
Luck: 7
Saving Throws
Fortitude: +0
Reflex: +0
Willpower: +1
HP: 2
Lucky Sign: Guardian angel: Savings throws to escape traps
Items: pitchfork, hen, mirror (hand-sized)
God of Worship: TBD
Weapon Training: Based on god's alignment (pg 32)
Alignment: TBD, must match the Gods' alignment
Attack: +0
Crit Die/Table: 1d8/III
Action Die: 1d20
Saving throws: Ref +0 Fort +1 Wil +1
Spells: 5 spells known
Rolls
Hit Points (shit shit shit) - (1d8)
(1) = 1
Some general comments:
πΉ Oof, nice '3', Len.
πΉ Len, you're taking your 2hp potato farmer into clerichood, is that right? 3hp! And 7 Luck. Ouch. That of course means you are unlucky with Traps, and that Luck modifier is going to factor into all your spell rolls! Do you have thoughts on your deity?
πΉ KCC, do you know which of the four you're going with? Also, way to four PCs and get exactly *one* stat of 14 or better. Oi.
πΉ Anyone with less than 60 points in Abilities, we can talk unless you just want to roll with it.
πΉ Ciri, looks like you're going with Elfo. Again with the 1 on the 1d4 for HP! Do you have a class chosen? Oh wait, you do. ELF! Let me know if you need assistance proceeding with that first level bit.
πΉ Tackling the sheet soon!
Class:
Level:
Hit Die:
Title:
Birth Augur:
Alignment:
XP: 10
Languages: Common Tongue
ABILITY | CURRENT | MAX | MOD |
Strength | | ||
Agility | | ||
Stamina | | ||
Personality | | ||
Intelligence | | ||
Luck |
COMBAT STAT | VALUE |
Initiative | |
Class Attack Modifier | |
Armor Class | |
Action Die | |
Crit Die / Table | / |
Speed |
SAVE | MOD |
Fortitude | |
Reflexes | |
Willpower |
HIT POINTS |
Current/Maximum |
CLERIC
Class Abilities | Magic, Sacrifices, Divine Aid |
Casting | Spell Check, Lay on Hands, Turn Unholy: 1d20 + PER Mod + Caster Level + LUC Mod |
Weapon Training | TBD |
Spells Known | 1: 4 2: 3: 4: 5: |
Deity | |
Class Notes |
Level:
Range:
Duration:
Casting Time:
Save:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Description:
Manifestation:
Level:
Range:
Duration:
Casting Time:
Save:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Description:
Manifestation:
THIEF
Class Abilities | Thieves Cant, Thieving Skills (based on alignment), Luck & Wits |
Weapon Training | Blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves are careful in their choice of armor, as it affects the use of their skills. |
Luck Die | 1d3 |
Class Notes |
Thief Skill | Bonus | Notes |
Backstab | | |
Sneak Silently | | |
Hide in Shadows | | |
Pick Pocket | | |
Climb Sheer Surfaces | | |
Pick Lock |
Thief Skill | Bonus | Notes |
Find Trap | | |
Disable Trap | | |
Forge Document | | |
Disguise Self | | |
Read Languages | | |
Handle Poison | | |
Cast Spell from Scroll |
WARRIOR
Class Abilities | Mighty Deed of Arms (Deed Die adds to attacks, damage, used to determine if Mighty Deeds are successful), Critical Hits (expanded range), Initiative (add level), Luck (add to one specific weapon type) |
Weapon Training | Battle axe, club, crossbow, dagger, dart, flail, hand axe, javelin, lance, longbow, longsword, mace, polearm, short bow, short sword, sling, spear, staff, two-handed sword, and warhammer. Warriors wear whatever armor they can afford. |
Deed Die | 1d3 |
Lucky Weapon | |
Crit Range | 19-20 |
Class Notes |
WIZARD
Class Abilities | Magic, Supernatural Patron, Familiar, Luck (affects Corruption and Mercurial Magic rolls), Languages (two extra) |
Weapon Training | Dagger, longbow, longsword, short bow, short sword, and staff. Wizards rarely wear armor, as it hinders spellcasting. |
Spell Check | 1d20 + INT Mod + Caster Level |
Known Spells | 4 |
Max Spell Level | 1 |
Familiar | |
Patron(s) | |
Corruption(s) | |
Class Notes |
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
DWARF
Class Abilities | Mighty Deed of Arms (Deed Die adds to attacks, damage, used to determine if Mighty Deeds are successful), Sword & Board (Shield Bash), Infravision (60'), Underground Skills (bonus equal to level), Luck (add to one specific weapon type) |
Weapon Training | Prefer Weapon & Shield. battle axe, club, dagger, hand axe, longsword, mace, short sword, spear, two-handed sword, and warhammer. A dwarf is also trained in these missile fire weapons: crossbow, javelin, short bow, and sling. Dwarves wear whatever armor they can afford. |
Shield Bash | 1d14 Action Die, 1d3 Damage |
Lucky Weapon | |
Class Notes |
ELF
Class Abilities | Magic, Supernatural Patron, Infravision (60'), Immunities (magical sleep and paralysis), Vulnerabilities (iron), Heightened Senses (secret doors), Luck (affects one chosen spells), Languages (two extra) |
Weapon Training | Dagger, javelin, lance, longbow, longsword, short bow, short sword, staff, spear, and two-handed sword. Elves often wear armor of mithril, even though it affects their spellcasting. 1st level elves often start with some mithril (which weighs less) equipment -- one piece of armor, one weapon. Star metal, baby. Other metals cause pain. |
Spell Check | 1d20 + INT Mod + Caster Level |
Known Spells | 3 |
Max Spell Level | 1 |
Patron(s) | |
Corruption(s) | |
Class Notes |
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
Spell Name
Level:
Range:
Duration:
Casting Time:
Save:
Lost for the Day:
Description:
Manifestation:
HALFLING
Class Abilities | Two-Weapon Fighting (treat AGI as at least 16), Infravision (30'), Small Size, Slow (20'), Stealth (bonus equal to level), Good Luck Charm (one Luck = +2 on a roll, spend on allies you can see, recover in one night) |
Weapon Training | Club, crossbow, dagger, hand axe, javelin, short bow, short sword, sling, and staff. Halflings usually wear armor β itβs much safer, you know. |
Luck Spend | +2 |
Lucky Weapon | |
Sneak & Hide | +3 |
Class Notes |
WEAPONS & ARMOR
WEAPON | DAMAGE | RANGE | ATTACK BONUS | THREAT RANGE | CRIT DIE / TABLE | NOTES |
Unarmed | 1d3 | // | / | | ||
Melee | // | / | | |||
Melee | // | / | | |||
Missile | // | / | | |||
Missile | // | / |
ARMOR | AC BONUS | CHECK PENALTY | SPEED | FUMBLE DIE |
| ||||
EQUIPMENT
At Hand: |
Quiver, Bandolier or Ammo Bag
Arrows: | Quarrels: | Sling Stones: | Darts, Throwing Stars or Throwing Knives: | Javelins:
Pouch(es) / Belt: | |
Backpack
| | |
| | |
| | |
Coin Purse
Gems, Jewels and Such:
PP: | GP: | EP: | SP: | CP:
DESCRIPTION & BACKGROUND
Note: thanks to Nezzeraj for creating the original DCC sheet that I bastardized to make this one.
Okay, looks like either the God of Riddles and Mysteries or the Goddess of the Sea. After googling a bit, I found something that refers to Pelagia as "the Bitch Lady of the Sea" and that her clerics are addled madmen.
"Her clerics are often mad and addled: to love the storm is to forfeit yourself, and the Bitch Queen requires her servants to give their souls to the waves"
Okay, that sounds on-point for DCC! Let's do it.
Now to roll for Cleric spells:
Bless
Darkness
Detect Evil
Protection from Evil
Word of Command
Rolls
Alignment: 1=Law, 2=Balance - (1d2)
(2) = 2
God of Balance: 1:Amun Tor, 2:Ildavir, 3:Pelagia, 4:Cthulhu - (1d4, 1d4)
1d4 : (3) = 3
1d4 : (1) = 1
Spells (x5) - (1d11, 1d11, 1d11, 1d11, 1d11)
1d11 : (1) = 1
1d11 : (2) = 2
1d11 : (3) = 3
1d11 : (11) = 11
1d11 : (8) = 8
Edited to add: How about this. My character will be named Tyravasiel-Llir, but outside of Elfland he goes by Ty.
Before his flight (and perhaps still) he was a 'barrister,' which is the word in the human tongue that comes closest to representing his role in elven society. Elves have no formal law; justice, such as it is, is based on acts of revenge. High nobles who do not wish to be slain, poisoned, scarred, or suffer the loss of their valued possessions appoint 'representatives before Fate' to stand in their stead for the purposes of vengeance. In the eyes of the elves, any act against such a representative counts as revenge against the patron, and acting directly against a patron who employs a 'barrister,' while not unheard-of, is considered both low and gauche. 'Barristers' earn a comfortable retainer for as long as they can remain alive.
Tyravasiel fled Elfland because his patron wronged another highborn elf whom Tyravasiel realised he could not outwit, out-fight, or endure. As long as the vengeful lady in question does not catch up to him, he is still technically doing his job.
Ty has long white hair and deep, unnerving, emerald green eyes that lack pupils. In order to pass amongst humans, he wears a loose-woven cloth around his eyes and claims to be a blind old man (he can see through the cloth). He's cropped the tips of his ears.

Aldric, once a humble potato farmer, found himself yanked from his earthly life, press-ganged onto a ship of devilry manned by worshippers of pandemonium. Bound to the oars, he witnessed the very abyss they sought to harness spit forth its horrors, feasting on the crew's flesh as waves devoured the vessel.
In a frenzy, Aldric grappled with fate, breaking free of his chains only to succumb to the ocean's embrace. But lo, Pelagia, sovereign of the brine, struck a bargain with the hapless farmer β his existence for his fealty. Without much ado, she cast him ashore, a forsaken relic of the deep.
The saltwater he imbibed left his mind unmoored and his body weak, yet Aldric, now enslaved to the Bitch Queen, cares not. Treading the fine line between sanity and madness, he has ventured forth to prosthelytize the word of the Lady of Tides.
π’ The Judge assigns those spells (and further ones as you unlock more) so that they align with your god, their teachings, etc. With Pelagia, the Goddess of the Sea (we don't know anything about her from the book, though I like your Sea=Bitch angle), it looks to me like most of the 11 first level Cleric spells would be fine, especially if we built some custom manifestations for them. (Think swirling storm winds, murky ocean depth, snaking leviathan tendrils, etc.)
π’ Player chooses.
π’ Do it randomly, like you've done -- run with the set you roll.
π’ Do it randomly daily. The gods are fickle -- each day you'd wake with different spells.
If you're cool with the random roll I am as well. How do you feel about the manifestation being deity-specific? I don't want to rob you of the roll per spell, but I love the idea of theming these spells so they all fit under the gilled membranes of the Sea-Bitch!
Otherwise, digging Aldric and his backstory!
(Oh, and I see that it's actually Bitch-Queen, but I like Sea-Bitch too!)
Also love the idea of theme-ing the spells to match Her Saltiness. Are talking about making custom spell manifestations? I see each spell has one. Darkness, for example, could manifest like a burst of octopus ink, creating a nebulous black cloud that absorbs light.
On the Manifestations, yes, exactly. Every spell in DCC (amazingly) has 3-4 manifestations of what it looks like when you cast it. There's no reason we can't drop in custom ones for Cleric magic that ties to the deity and their sphere. Octopus ink for Darkness is *perfect*.