DCC DotSK Character Generation
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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:
🔹 Oof, nice '3', Len.
🔹 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?
🔹 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.
🔹 Anyone with less than 60 points in Abilities, we can talk unless you just want to roll with it.
🔹 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.
🔹 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 – it’s 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 – 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.
🟢 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.)
🟢 Player chooses.
🟢 Do it randomly, like you've done -- run with the set you roll.
🟢 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*.
Additional HP: 3
Starting Spells (Per Roll): Chill Touch, Ekim's Mystical Mask, Patron Bond, Spider Climb
I already have Patron Bond so I'ma reroll that one...
Rolls
Hit Points - (1d6)
(3) = 3
Starting Spells - (3d27)
(24199) = 52
Starting Spell to Replace Patron Bond - (1d27)
(4) = 4
To cast the Invoke Patron spell, You'll roll 1d20 + INT Mod + Caster Level. You can also use Spellburn, though in this case as the roll took place ages before the game opens, it's a little cheesy to do so. (All the Spellburn damage would have long since healed, so you could through big numbers at it with little risk.)
So, a solution for this kind of "off-screen" casting, is to have your Spellburn cause a ripple in the magical aether, a brief blast of flame and light in the Phlogiston that surrounds and permeates all things. Meaning -- those pursuing you would gain some improved chance of finding you or hearing about your whereabouts. On a d20 "search" roll, each point of Spellburn you use will offer those hunting you a +1. Fair?
If so, choose your potential patron and make the roll: 1d20 + INT Mod + Caster Level + Any Amount of Spellburn
If you fail (each attempt takes a week and may have some other requirements), we'll say you start the game without having connected with a Patron. That work?
I’m thinking a mighty deed machine but I’ve yet to play a meaningful thief…
And, should I just roll up my level 1?

Str: 8 (-1)
Agi: 11 (0)
Sta: 11 (0)
Pers: 14 (+1)
Int: 12 (0) Max Spell Level: 4
Luck: 7 -1
HP: 2 + 2 = 4
Alignment: Lawful
Occupation: Wizard’s Apprentice (Dagger, Black Grimoire)
Lucky Sign: Unholy House (Corruption Rolls)
Copper: 31
Items: Dagger, Black Grimoire, Backpack
Spells: Patron Bond, Sleep, Charm Person, Ropework
Rolls
HP - (1d4)
(2) = 2
Lvl 0 money - (5d12)
(81787) = 31
Random Item - (1d24)
(1) = 1
Random Spells - (4d27)
(1923321) = 66
Gold - (3d10)
(452) = 11
Preference for the party? Are we okay with out a tank? Or are we ok without a sneak?
What else can I do to help here? I plan to go over the characters in more detail once they are fully submitted. Everyone able to use the sheet I provided, or one of their own?
My understanding regarding the Patron Situation is that while my elf knows of a couple of powerful entities that might be invoked (The King of Elfland and The Three Fates) and has come by the spells that may invoke them, he has not yet done so. Is that right?
If so, can I reroll the Ekim's Mystical Mask spell? As we've discussed, it doesn't necessarily make a lot of sense as elven magic, unless you want to tinker with the base effect.
Finally, I understand that as an elf I get a mithril weapon and mithril armor. Are we following that? If so, how does armor being made of mirthril affect its spell check penalty? The book says that "armor manufactured from mithril, adamantine, or other materials not containing iron may reduce the spell check penalty," but not by how much. Would such armor maybe reduce the penalty by 1?
Yeah, elves are a lot of trouble.
Given my 3 starting hit points, I will endeavour to spend my money so you can all get sweet loot off my soon-to-be corpse :D
Purchasing a holy symbol (25), sling (2), twenty sling stones (1), padded armor (5), shield (10), staff (0.5), 50 ft' rope (0.25), ration x2 (0.1)
Total spent: 43.85
Remaining: 1.53
Hoping I can reflavour the staff as an oar!
Rolls
Gold! - (4d20)
(209115) = 45
Ciriaco, the Problematic Elf - Correct on the Patron. You have the spells and the means to contact two different Patrons, but haven't done so yet. I'm tinkering with something there I hope to reveal later tonight as well. In the meantime, sure, re-roll that Mask spell.
On the mithril armor, let's reduce the armor check penalty by 2. So -- Scale would be -2, Chain -3, Half-Plate -5.
Len - Accepted Aldric into the game, and hell yeah that staff should be an oar! Will review his sheet tonight.
And for those who didn't see it, here's how to determine you starting coinage -- page 70.

Former potato farmer, now a Cleric of Pelagia, the Bitch-Queen of the Sea. Let's dive into her for a bit:
soon as they’re out of port (this is often why drunkards and cripples are so popular among ship crews, as they’re easy sacrifices for the Bitch Queen).
The Temples of Pelagia’s Sea Church are the bars and whorehouses on the shore, where those who have witnessed her power gather to share stories of storms and danger. 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. Pelagia’s clerics are sought after by ship captains, in the misguided belief that having one of the Queen’s Men on a ship will protect them from oblivion on the waves.
She is aligned with The Three Fates and Ildavir, the goddess of nature, and opposes Shul, the god(dess, some say) of the moon, and Melniscar, of Infinite Order.
Holy Symbol: Pelagia’s symbol is the Twice Rolling Wave. It is most often found as a scar tattoo on her followers’ arms or faces.
Weapon Proficiencies: you've got the Neutral Cleric weapons lists... but per Pelagia's write-up, you could also go with this: Axe (any), bow
(any), dagger, dart, flail, spears / tridents, nets.
Also from her write-up:
Special: As a willful goddess, Pelagia offers her worshipers the following boons.
• The devout of Pelagia are familiar with being waterborne, and roll all nautical skill checks (including swimming) on a d30. Additionally, worshipers of Pelagia suffer only half effects from armor check penalties related to these activities.
• Clerics with a seafaring occupation gain a +2 to all spell check rolls. This also applies to clerics who have drowned and survived. These bonuses stack.
• The sea is jealous: Pelagia’s clerics have a -5 to all spell checks on targets who haven’t bathed in seawater, or promised themselves to the sea (including lay on hands, but counted as +5 on turn checks on creatures who’ve never touched the waves) .
This can be a lot to remember, but I bet you could summarize it easily enough in shorthand. Also, our first adventure at least will not be nautical. ;)
Also make note of this, and use it if you want to:
Turn Unholy: Mundane animals, demons, devils, dragons, lawful humanoids and worshipers of opposing deities.
Alright, moving on from Pelagia...
Birth Augur: Guardian Angle has to do with Saves vs. Traps, I see. Which you have at -1 because of your (lack of) Luck. Tee hee! =]
Weapons and Gear: Oof, Staffs at d4. Mean old DCC! I'd probably allow 1d5 for an oar, though...
Spells: I think we agreed that we'd randomize these each day. Do you want to make that roll to see what you start with, or shall I? And oh, question -- do Clerics get more spells per day based on PER? I didn't see that when I scanned for it recently...
Overall looking great. Let me know if the sheet needs improvement or changes somewhere...

Dufgal the Gongfarmer turned thief. Char sheet submitted.
I’m working on his quirks and motivations. More to add soon, and then I’m at a convention playing DCC all weekend. If we’ve started by then, I will do my best to post on breaks.
Rolls
Gp - (3d10)
(862) = 16
Rolls
New Spell - (1d27)
(6) = 6
Starting Gold - (3d12)
(343) = 10
Now to work on the personality…
Reviewing the two newcomers momentarily, but I have to ask -- what con are you going to this weekend, Darkstar8? I'm headed to one myself -- Genghis Con in Colorado. On tap: Pirate Borg, The Walking Dead, Outgunned, Salvage Union, and Dragon Bane...
Right out of the gate, another PC with 7 Luck. ;)
So her Birth Augur is all about corruption, and she'll be at a penalty of 1 on all those rolls because of her Luck!
She was an apprentice. Who was her master and what happened to them?
And - ah. Looks like you're not quite done with the sheet -- the saves, combat stats, equipment, etc. Will return to the review when she's all ready...
Looking good! Not a lot to comment on, looking forward to whatever you come up with for a background. Are you all going to unify around an adventuring 'origin,' I wondered? The funnel situation you all survived together? You certainly don't have to do that, but it's a possibility.
Oh, one thing -- shouldn't your bonus for Disable Trap be +2 rather than +4?
Oh, one thing -- shouldn't your bonus for Disable Trap be +2 rather than +4?
I’m going to Strategicon in LA. All DCC. I’m running two Stephen Newton modules (Creep, Skrag, Creep and Love in the Age of Gongfarmers). Cool side note on the DCC community; I posted my game lineup on instagram and Stephen Newton msgd me his support and offered to send me free stickers to handout at the con. Cool, huh?
As for char backstory:
Dufgal was an ugly, overweight boy, mercilessly teased by not just his peers. His father was a gongfarmer as was his grandfather. He never knew a mother. Perhaps she couldn’t stand the stench. Perhaps the rumors were true that his father wasn’t even his birth father. They looked, walked, talked nothing alike. Thus he grew up feeling quite the misfit among misfits. He knew that it was expected to follow in the "family" business. He even agreed to become a journeyman. And that it where his life changed. He found a talisman on a gold chain in the shit he was shoveling. It must’ve dropped unknowingly from its owner. He did have to tighten the clasp by squeezing it between two stones.
Dufgal wore the precious trinket under his itchy burlap shirt and told no one. Every day he would fantasize about its possible owner. Who could this be? How do they live? Do they eat cabbage stew most days? Or do they eat roast beast and green vegetables?
Over time, the young boy became a young man. He increasingly daydreamed to be elsewhere and began making mistakes at work. His father would shout at him, telling him that there were no other jobs and if he couldn’t even do this this one well, he’d be out in the streets to steal from people for his living. And one day, he shouted back, "Fine! Maybe I’ll do that then!" And he did.
1. Blessing (p 255)
2. Darkness (p 258)
4. Detect magic (p260)
6. Holy sanctuary (p263)
You're right, there is no PER bonus for cleric spells. Aldric's winning personality means nothing to Pelagia. There are four spells!
Rolls
Cleric spells for day 1 - (1d11, 1d11, 1d11, 1d11)
1d11 : (6) = 6
1d11 : (1) = 1
1d11 : (1) = 1
1d11 : (4) = 4
reroll the double result - (1d11)
(2) = 2
I’m running Love in the Age of Gongfarmers in a couple hours. So cheesy but should be fun.
Rolls
Chill Touch Manifestation - (1d4)
(4) = 4
Chill Touch Mercurial - (1d100)
(65) = 65
Color Spray Manifestation - (1d8)
(2) = 2
Color Spray Mercurial - (1d100)
(61) = 61
Invoke Patron Mercurial - (1d100)
(6) = 6
Patron Bond Mercurial - (1d100)
(68) = 68
Spider Climb Manifestation - (1d4)
(3) = 3
Spider Climb Mercurial - (1d100)
(74) = 74
I’m running Love in the Age of Gongfarmers in a couple hours. So cheesy but should be fun.
Have a great time with AoG!
Sorry for the slowness... back to it tomorrow I hope. I do have a vacation coming up this week, but I'm planning lots of downtime in the hotel and should be able to move things along here and get us started soon.
Rolls
Charm, Patron, Sleep, Rope - (4d100)
(55762199) = 251
Rolls
Charm, Sleep, Rope - (1d6, 1d4, 1d4)
1d6 : (4) = 4
1d4 : (3) = 3
1d4 : (1) = 1
Oh my, those Mercurial Magic results. ;)
And yeah, we'll determine the manifestation on the Patron spell once you actually successfully contact a Patron. Otherwise looking good, save that you don't yet have a background or description. Gonna let them come out in play?
Dig 'em. I broke out the Mercurial Magic results to their own lines, hope that's okay, and yeah, same deal on the Patron spells for Manifestation. Let's wait to see who the Patron will be.
Otherwise looking good. Let me know if and when you have some idea of who this "Elven Lady" is who has it in for you...
1) The elven noble who had (has?) Tyravasiel on retainer as a 'barrister' wronged the Elven Lady in some fashion.
2) The Elven Lady is notoriously dangerous and vengeful, so much so that Ty figured he couldn't survive her wrath in Elfland and fled.
His hope is to acquire some rare treasure in the human lands that he can offer as a tribute in order to satisfy her honor. Which is to say, he's trying to buy her off.
FINAL THOUGHTS ON PATRONS
Further research and ruminations reveal, much to KCC’s chagrin, that indeed, Wizards who start with the Patron Bond spell have not yet cast it… and that Elves, since they also know Invoke Patron, have. (That’s the only way to get that spell — to roll at least a 12-13 on the Patron Bond spell table.)
So here’s my final take, open for discussion as usual:
The Patron Bond spell is not unique to each Patron. It’s the same spell that’s being cast — but the ritual and sacrifices vary, depending on which Patron is being contacted.
Anora has discovered the spell, but not a Patron upon which to cast it.
Ty knows Patron Bond and may have cast it before the game’s start if he wishes. We’ll forgo any weirdness with rolling for it (Spellburning off-screen, etc.), and simply say it was cast successfully at the 12-13 level. That means Invoke Patron can be cast once per week. So, Ty — pick a Patron to have done this with (likely The King of Elfland or The Three Fates), or… as discussed before, forego having cast it at all yet. Your decisions, Ciriaco.
Cool?
Gotta run. Can explore and explain more later if need be.
Will Anora live to use Ray of Enfeeblement
Does that work?
At some point in the past, Ty cast the spell Patron Bond, and it resulted in…
The caster makes contact with their patron and successfully negotiates the terms of the compact. They learn the spell invoke patron as it relates to their patron but may only cast it once per week. Each time the caster casts invoke patron, they are indebted to their patron, who will call in the debt at some point. The caster’s patron marks him as its servant via an inconspicuous brand or symbol somewhere on the caster’s body.
So, in practical terms…
1. Ty learned Invoke Patron and can cast it once a week. Shall we say that refreshes at a certain time? Moonrise on th first day of the week kind of thing?
2. Ty has a 1% chance of encountering Patron Taint (look, I didn’t name it), when he casts Invoke Patron; each subsequent casting puts that percentage up by one — to 2%, 3%, 4%, etc. When it activates, a random Patron Taint effect will activate, and the percentage will reset to 1%.
3. If Ty wants a better connection with his Patron, he can re-cast the Patron Bond spell with The Three Fates. Takes a week, will cost some coin, etc.
Invoke Patron
You’ll need a 12 or better on the Spell Check, otherwise the spell will fail and there might be other repercussions. See page 144 for the deets.
THE THREE FATES
Beholden to neither god nor man, the Three Fates weave the collective destinies of the universe upon the loom of time. As wardens of order, they strive against the diabolic powers, wicked gods, and forces of the outer dark that seek to undo the work of creation. Their anathemas are fell magics and the chaos-born corruption these magics unleash; supplicants of the Three Fates must exercise great discipline lest they become the monsters they seek to vanquish. Those that align themselves with the Three Fates tend to one of two archetypes: either the wizened arch-paladin, marshaling white magic against the forces of chaos, or the fiercely paranoid witch-hunter, seeking—and often finding— corruption behind the illusive masks of the world.
Also, and regarding Spellburn (where you sacrifice ability points to power spells…):
While the universe can seem cold and uncaring, agents of the Fates understand that it is simply resolving toward a preordained destiny and that too much chaos threatens to tear the skein of creation. Thus spellburning in the name of the Three Fates most often manifests as an orderly rite, the caster petitioning the Fates for inner wisdom on the workings of the spheres. This, in turn, grants the caster’s spells extra potency. When a caster utilizes spellburn, roll 1d4 and consult the table below or build off the suggestions to create an event specific to your home campaign.
So — there’s a special Spellburn table we’ll roll on, basically.
There’s a lot more to this, including the Patron spells that can be learned, and exactly what invoking The Three Fates will do… but let’s explore that in play. :)
♦ | Len and KCC both create brand new first level adventurers we haven't met yet and we figure out to to bring them into the story. |
♦ | Len and KCC both pick people who have already been introduced and take 'em over as first level PCs. |
♦ | Len and KCC both pick people who have already been introduced and take 'em over as zero-level PCs. |
♦ | Len and KCC both brew up 2-4 zero-level PCs and this becomes a bit of a funnel for them. The character might be Hirotians we've already seen, and others might just have been off-camera until now. |
♦ | Other ideas, including Len and KCC choosing different approaches. Open to whatever! |
In terms of the pool to pull from, we have the Jarl and his gang (Ofenloch, Krieg, Orioc, Utherl, Haedrick, Clohn, Haelf), Morgan, Broegan, Dolsten, Lloré, Master Jenks and the thieves (Wee Tocs, Catkins, Oleen the Imp, Wolf (badly injured)), the two Brothers / Acolytes, and Ebbe the Apprentice. We've references others, including some guards and hunters.
Thoughts?
Playing Catkins was the first thing that came to mind.

Rolls
Stats - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (641) = 11
3d6 : (455) = 14
3d6 : (126) = 9
3d6 : (112) = 4
3d6 : (146) = 11
3d6 : (412) = 7