Working Class Alphabet (Preview) (DCC)
Working Class Alphabet (Preview) (DCC)
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 [email protected].
FOREWORD
by Ye Olde Editor
Contents:
Hellfont by R. S. Tilton
1
H..e..l..l..f..o..n..t>
“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 and the signs without.”
The Hellfont has a good attack bonus, high hit points, and powerful abilities.
Most of all he has a supernatural patron which he’s made a bargain with.
Hit points: A Hellfont gains 1d8 hit points at each level.
Weapon training: A Hellfont is trained in the use of all weapons. Often they are
vicious appearing weapons, with additional jagged edges or accessories. The
Hellfont wears whatever armor he can afford, though armor spikes, and spiked
shields are favorites.
The Bargain: A Hellfont is expected to give his master a return on the inves-
titure of power. Sacrifices must be
made, whether in items or sentient
beings. The Hellfont must sacrifice
at least 100 gp or 100 hp worth per
level, in order to attain their next
level. An enemy combatant does
not count as a worthy sacrifice,
unless defeated bound and then
sacrificed. Like wizards, 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 Mod + Class Level.
Deeds and sacrifices made for the
p a t ro n c a n r a i s e t h e re s u l t
(+1/1000gp additional sacrifice).
The spell may not be cast again.
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.
3
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 multiple
attacks at higher levels, the same
deed die applies to all attacks in
the same combat round.
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 attack 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: 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.
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.
4
Table HF-1: Hellfont
Attack Crit Die/ Threat Action
Level (Deed Die) Table Range Die Ref Fort Will
1 +d2* 1d12/III 20 1d20 +1 +1 +0
2 +d3* 1d14/III 20 1d20 +1 +1 +0
3 +d4* 1d16/III 20 1d20 +1 +2 +1
* A Hellfont’s attack modifier is rolled anew,
according to the appropriate die, with each
attack. The result modifies both the
attack and damage rolls.
Additional options appear in the full version of the Hellfont in The Class Alphabet.
5
Table HF-4: Abilities and
Powers
Roll 1d14 once per level. The
Hellfont may add or subtract
their Personality modifier from
the roll, if positive. When
granted the same power a
second time, the power
increases, or in the case of
abilities with more than one
result, randomly determine
which to increase (e.g. secondary
attack die or damage). The
Judge may also grant a bonus
based upon sacrifices made
during the level. Additional
abilities may be granted as a
re w a rd f o r a g re a t d e e d
performed for the Patron.
6
14 Hellskin: Hellcaster! Cast fire resistance with a d16 Caster die.
15 Darkness: Hellcaster! Cast darkness with a d16 Caster die.
16 Imp servant: Gain a Tiny demon as a familiar (i.e.,
imp or quasit). It has 2 points of Luck it can spend
for it’s master, which restores each night, as a
Halfling.
Additional
options
appear in
the full
version of
the Hellfont
in The
Class
Alphabet.
Hellcaster:
If a Hellfont is
also a Hellcaster (as per
some results in Table HF-4 above),
they will vary slightly from Wizards. A
Hellcaster is not skilled in spell duels,
and so may not initiate a spell duel, or
counter an enemy's spell. A Hellcaster
does not keep a grimoire, nor may he
cast spells from scrolls. The Hellcaster
channels the power directly from his
master and thus may never lose access to
the spell from failure, but will definitely
suffer Corruption and Hellfonts do not
suffer penalties for wearing armor.
Gaining the same power additional
times increases the Spellcasting
Action die up the dice chain for
that power only.
7
*Monster*
*Trainer*
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
idiosyncratic 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 children
of every nation, and vast
sums are made by selling
their images in the form of
plush toys and children’s
games…
8
tion. How they do this varies in
particulars — 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 mon-
sters by several means.
They share in common
the drive to employ
creatures to battle their
enemies: usually other
monsters in relatively safe,
ritualized combats. But some-
times a Monster Trainer may be encouraged to use the skills of her 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 two Monster Trainers and their collections of vicious brutes.
Hit Points: A Monster Trainer gains 1d6 Hit Points at each level, plus Stamina bonuses.
Weapon training: A Monster Trainer may use the following weapons: crossbow,
dagger, dart, mace, net, short sword, sling, spear, and staff.
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, obviously. 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: 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 Rulebook 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.
9
It Is Necessary to Collect All of The Monsters: In addition to his or her primary
companion creature, a Monster 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 companion 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 creature’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 Personality
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 creatures 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 Trainer.
10
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.
11
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
familiar grants him or her a spell, he or she may only ever cast that spell with a
d14, with the previously explained modifiers applying.
12
A Few Sample Monsters For the Monster Trainer To Catch & Train
Nauseapuff
Init +3 • shriek 20’r (1 +
special, DC 16 Fort Save) •
bite -2 (1d3) • AC 13 •
HD 2d6+3 • MV 20 • Act
1d20 • SP infravision 40’,
meeping• Fort +1 • Ref
+0 • Will +1 • AL L
A hideous nauseapuff
gallumphs along, it’s
fronds and appendages
swinging and swaying
disturbingly, but essen-
tially harmless to a soul.
Until it is threatened, that
is... The shriek of the knee-high
thing shakes mortal souls to their
core, causing them to drop all their Action Dice one step on their next round. Its
quiet though insessent meeping can be understood by those who spend much
time with it, giving them an extra set of eyes, and possibly an advance scout.
Beestill
Init +2 • sting -1 (1d3 + special) •
AC 18 • HD 1d7+1 • MV 40 • Act
1d20 • SP — • Fort +0 • Ref +3 •
Will +0 • AL N
Flying straight out of Faerie, a
beestill searches for nectar as many
such creatures would do.
Territorial, they sting with deadly
effect: victims must make a DC 11
Will Save or be cast into a death-
like state. In this state a creature is
immobile and insensate until they
can succeed at another such Save or
until 2d3 rounds have passed. However,
escaping the effect alive, the victim will
have the mark of a beestill somewhere on their
exposed skin (face, hand, etc.) where the beestill
stung them. The mark will fade in 1d24 days, but until it is gone it will act as a
lure to chaotic beings and creatures, increasing the chances of meeting such
things by one-in-five.
13
Legleeon
Init +5 • multi-kick +5 (1d6, special) • AC
17 • HD 3d8+5 • MV 70 • Act 1d20 +
1d16 • SP — • Fort +5 • Ref +9 •
Will +2 • AL C
Legleeons are herbivores which
range over great distances to find
choice feeding grounds. To sustain
itself, a lagleeon must eat leafy
substances daily. If it was unable to
eat grasses or herbs the day before,
consider it sickly, having half hit
points and it’s Action Die dropped
to 1d14. For every two points they
beat a target’s AC, they score an
extra die of damage.
Gongkwasit
Init +0 • weapon +4 (-1d for size) • AC 14 • HD 2d8 • MV 20, fly 30 • Act 1d20 •
SP thiefskill, linguist • Fort +5 • Ref +8 • Will +4 • AL C
Gongkwasits are sometimes employed by wizards to do menial work in their
towers and keeps. They are devious little figures, standing no more than 14
inches high. Each gongkwasit excels at one particular thief skill (Judge’s choice),
such as hiding in shadows or picking locks. They use their current hit points as a
bonus when using their special skill (for backstab, they use one-
half of their current hp total). Gongkwasists speak the
common tongue in a mewling whine, though when
taught other languages, they speak clearly and in
a different register altogether, be it anywhere
from alto to baritone. They can learn and
remember up to 1d12 languages beyond
common.
Croqfolq
Init +0 • bite +2 (1d8) • AC 16 • HD 3d4+4 •
MV 20 (special) • Act 1d20 • SP hypnotic
stillness, lunge • Fort +3 • Ref +1 • Will +3 •
AL N
Timid and melancholy, the diminuative
croqfolq are not normally interested in
fighting. They are however carnivores, and
have developed a unique style of hunting
where they remain motionless until some
14
creature or other takes an interest in them. A creature failing a
DC 12 Will Save against a croqfolq will be mesmerized into
a stupor (lose next round’s action). The croqfolq then
lunges with a tremendous burst of speed, which
either gives them +40’ to movement for one
round, or bumps up their Action Die by one
step, if their target is within normal
movement range. They can perform
this lunge no more than once per
four rounds.
Jiggerypoak
Init +6 • scratch +3 (1d6) • AC 17 • HD 2d8 •
MV 30 • Act 2d20 • SP brachiation, luck drain
• Fort +1 • Ref +4 • Will +2 • AL C
Jiggerypoaks favor dense forrests and jungles,
and can move through a natural canopy as
easily as humans walk on level ground. Once
they have scratched a target for a total of 6
points of damage, they start messing with the
target’s aura, doing temporary Luck damage
instead of physical damage. They can
consciously switch back to physical damage,
but they prefer to make a target so unlucky
that they are hurting themselves, instead of
the jiggerypoak harming them further...
Hingkootie
Init +1 • eye light +2 (up to 1d7, 60’) • talons +2
(1d8) • AC 15 • HD 3d8+2 • MV 50, fly 30,
glide 80 • Act 1d20 • SP nocturnal,
infravision 120’ • Fort +8 • Ref +3 • Will +6
• AL L
Never less than six feet tall, hingkooties in
some cultures represent bad omens and and
others good. Judges should determine
(randomly, if need be) the reaction a newly
visited village, city or individual might have
when a Monster Trainer reveals a hingkootie,
which may change the mood dramatically.
Their eye light is ‘adjustable’ and able to go
from simply acting as a hooded lantern up to
damaging levels. One can act as a mount for
anything Halfling-sized or smaller.
15
......The......Stitch......Golem......
“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
exsanguinous 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.”
16
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.
Weapon Training:
Stitch golems prefer
the bone splitting
power of their fists,
but will have basic
familiarity with clubs,
war hammers, and
daggers
Vitality Die: The muscle fibers of stitch golems 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 vitality die
is also added to any attempt to open doors, bend bars or related feats of strength.
Dead Eyes: Although the Stitch Golem would be considered 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 Stitch Golem’s vision in several ways. The
creature’s pupils are permanently dilated granting night vision up to 90’, 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. Any
creatures that would normally remain unseen is spotted normally by the Stitch Golem.
17
Winter’s Heart: As an odd side effect to being brought back to the land of the
living, Stitch Golems suffer no damage from cold environments, and take ½
damage from cold based attacks.
Past-life regression: Typically, the brain of the Stitch Golem belonged to another
before being removed and placed into the skull of the re-animated. The Stitch
Golem often finds himself able to perform skills he’s never practiced or been
taught. Roll once on the Brain Source table to determine the results of past-life
regression. Use a d8 to determine the results.
18
Neither Dead nor Alive: The
Stitch Golem is an abomination to
all living things. It is neither
considered undead, or truly
living. In game terms the
character is immune to the
turning effects of a Cleric, but also
harder to heal by magical means.
Clerics always consider the Stitch
Golem opposite their alignment
when attempting to heal them.
19
THE CLASS
ALPHABET
Published by DUNGEON REMIXER
Each Class gives you new options and new abilities to aid
your questing, and new angles to role play. With 26
Classes to choose from, every DCC game table should have
a copy handy, to expand what’s possible in your
game world multifold.
20
Plus there’s original art throughout, by some of the best artists in the
OSR today. This little zine you’re
looking at is supplemented with
public domain art, but there is
literally all new art on the
drawing board as you read
this, aimed at filling up the
pages of The Class Alphabet
from cover to cover.
21
Get ready to play your
heart out as:
A Zealot
A Youthful Musician
A Velociraptor
An Ubiquarian
A Tenacious D-Fender
A Slimeanoid
A Puppet Master
An Ogre
A Ninja Vampire
A Lemurian
A Knave
A Jockey
An Intelligent Weapon A Goblin Gang A Black Cat
An Ascended Ape ...And More!
22
You want to play a dinosaur?
Play a dinosaur!
23
24
Designation of Product Identity: All proper nouns, such as character names, place names, names of organizations, and others in this
publication are product identity, including but not limited to: Hellfont, Stitch Golem, Monster Trainer, all other Class names, and monster
names. All terms that do not describe distinct game functions are product identity.
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.
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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
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson
DCC RPG copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact [email protected]
Working Class Alphabet is copyright © 2018 DUNGEON REMIXER