Special Rules

Character Creation

Use the Purple Sorcerer 0-level party generator as per these instructions. If you are unsatisfied with the output or really want the option to play a robot but didn’t generate one, then create a new set of four characters until you get a set you like.

Replacement Characters If all of your character’s are killed, generate four replacements as per the usual method. Select one of the character’s (discard the rest) and give him/her half of your previous character’s XP.

New Classes In addition to the classes contained in the core rulebook, there are three additional classes you can play: the Android, Moktar, and Scientist

Alignment Law, Chaos and Neutrality have less to do with order and entropy In the setting than they have to do with the tension between High Technology (represented by Law) and Magic (represented by Chaos). In any case, all characters start out Neutral and become more Lawful or Chaotic as they dabble in things like cybernetic enhancements or suffer the effects of corruption from magic.

General Rules

Carousing, Sacrifice, and Research

Character’s can earn XP during downtime by expending cash and rolling for “complications” on the table appropriate to their class (see page 12 of the DCC-ASE Player’s Guide for more details).

Movement & Encumbrance

Calculating Carrying Capacity: In the interest of keeping things simple, your character can carry a number of significant items equal to their Strength attribute without being hindered(1). A significant item is anything that requires at least one hand to carry or use; i.e. a day’s rations, a dagger, a torch, a coil of rope, etc. An insignificant item is something small enough that multiples could be carried in one hand; i.e. a coin, an arrow, a piece of chalk, etc. However, multiples can add up to a significant item. Use common sense, but in general a quiver of arrows, a purse with 100 coins, etc. would count. Large items that require two hands to use count as two significant items.

Under load: A character that exceeds their carrying capacity is eventually slowed. At up to one-and-a-half times your character’s Strength score (round down) speed is halved. At twice your Strength score of significant items your speed is reduced to 5’. Beyond this threshold movement is impossible.

  1. Quadrupeds can carry triple the load of bipeds without becoming encumbered.

Skill checks

Aiding another: In cases where two or more characters can reasonably collaborate to complete a task or overcome some obstacle; i.e. lifting something heavy, forging a sword, finding the path, etc. One character is designated as the lead and everybody that helps lends their support. Every helper adds +1 to the roll and their ability score modifier if it’s positive; e.g. A stone sarcophagus has a very heavy lid that must be lifted. It has a DC 15 to be moved. Thongor the mighty with 18 Strength spits into the palms of his hands and heaves against the lid, his three companions of average Strength jump into help and add +3 to Thongor’s ability check (for a total of +6 to the roll).

Check Penalties Armor Check Penalties apply to Reflex Saves as well as skill checks.

Equipment

Armor: Damage Reduction: Whenever an effect inflicts physical damage that allows for a Reflex Save for partial or no damage (e.g. area of effect spells like ‘Fireball’, Dragon’s Breath, etc.) a character’s armor can mitigate some of the damage. Roll a die that corresponds to the armor’s AC bonus; (e.g. a d2 for Leather Armor, d3 for Studded Leather, d4 for Scale Mail or Hide, and so forth) deduct that amount from whatever damage is indicated. Shield bonuses increase the die type as appropriate; e.g. a character with a +1 magical shield and a suit of chainmail has +2 and +5 to AC from armor and shield and rolls a 1d7 for damage reduction.

Firearms: These weapons are detailed in the DCC-ASE player’s guide, but in general they all have the following characteristics in common:

  • Ammunition is almost always weapon specific and must be custom made.
  • Firearms and energy weapons ignore non-magical armor at close range.
  • shots do ‘exploding dice’ damage. On a maximum damage roll an additional die minus one point is added to the roll; e.g. a 1d6 damage revolver rolls a ‘six’ another 1d6-1 is rolled and added to the damage total.

Special Rules

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