Black Powder Firearms for Dungeon Crawl Classics

Black powder firearms for Dungeon Crawl Classics RPG

[I recommend using the Critical and Fumble Tables from Crawl! magazine No 8.]

Firearms

These are considered Flintlock weapons for those that care about such things.

[I’m trying to keep things simple and easy.]

Reloading

It takes 2 rounds (20 seconds) for a Warrior class to reload with no skill check, or 1 round with a skill check. 2 rounds for a non-Warrior with an appropriate background occupation with a d20 skill check, or 4 rounds for an untrained character with a d10 skill check. The DC is 5. Armor Check penalty does apply.

[It’s crazy to me that a lot of firearms rules I’ve seen have essentially been punishing players for using them with outlandishly long reload times. A 1 second google search shows that it takes 15-20 seconds for someone with minimal training to reload a muzzle-loader. ]

Cleaning

Every time a black powder firearm is fired, it accrues a cumulative increase of 1 to their Fumble range on the to-hit roll, unless cleaned between uses.

Range

At short range, increase the Critical Hit Range by one.

Pistol Short <20, Medium <60, Long <100

Musket Short <50, Medium <100, Long <600

Shotgun fires in a cone 80 feet long, 30 feet wide, anyone in cone must make Reflex save for half damage (rounded down)

Damage

Firearms ignore 5 points of armor (but not less than the base value) to represent their ability to penetrate armor.

Pistol and Musket: 1d10

Shotgun: 1d6 to each target within the cone.

Cost

Pistols and Muskets can be rifled for 2x cost, which doubles each range bracket but increases reload time by 1 round.

Pistol: 50 gold

Musket: 80 gold

Shotgun: 60 gold

One shot powder: 3 silver

Barrel of powder (2500 shots): 150 gold

Bag of shot: 1 gold for 50 reloads

Spare Ramrod: 5 silver (all firearms come with a ramrod included in the cost of the weapon)

Powder horn (holds 50 shots powder): 5 silver, empty.

Cleaning kit: 1 gold

The Witch for DCC RPG

The Witch for DCC RPG v1.0

The Witch is a magic using class that relies on making deals with supernatural Patrons in exchange for magical powers. Whether they are using their powers to climb the political or corporate ladder, or put curses on backwoods hicks who trespass on their property, the witch is a both feared and respected by the common folk.

A few of the the abilities are the same as the Wizard from Dungeon Crawl Classics RPG, and are noted as such.

Hit Points

Witches gain 1d6 hit points per level of experience.

Weapon Training

Same as Wizard.

Alignment

Lawful Witches tend to work within communities and occasionally hold positions of political power. Chaotic witches tend to shun society and are often found in remote shacks in the wilderness doing who knows what. Neutral witches are often seen as gurus or seers and are sought for their knowledge and powers.

A human DCC RPG Witch

Caster Level

Witches have a Caster level equal to their Experience Level minus 1. So a first level Witch has a Caster Level of 0. See; the effects of Glowstone, below.

Magic

Witches start the game with Patron Bond and Invoke Patron. They may cast Patron Bond immediately with a single Patron of choice. For the Witch, each patron they bond with immediately grants the three Patron Spells in their description.

Invoke Patron can also be used to learn a standard Wizard spell of any level of the Witch’s choice. The spell’s rank is subtracted from the roll. I.e. learning a Rank 9 spell is a penalty of minus 9 to the Invoke Patron roll. Success means the witch knows that spell permanently and can cast it in the standard way. Casting this spell does not add to the cumulative Patron Taint total.

Two deer-were witches confronting a traveler who interrupted their foul ceremony of dark magic.

Spellburn

Spellburn tables are located in the description for each supernatural Patron. Patron’s love when Witches Spellburn because it’s just another way they can exert some control over the witch.

Supernatural Patrons

Patrons are the key to a Witch’s magical powers. Without at least one patron, a Witch is just a normal mundane shlub. 

A Witch may be bonded to a number of patrons equal to their Experience Level.

They can bond with an additional patron at each level of experience. I.e. a 4th level witch can be bonded with 4 patrons simultaneously.

Patron Taint

Every time Patron Bond, Invoke Patron, or any Patron Spell is cast, successful or not, there is a cumulative 1% chance of incurring Patron Taint. The Patron who taints the Witch is determined by which patron is the focus of the spell being cast.

A lone witch in the woods hearing voices only they can hear.

Focus

Witches need a focus to summon the eldritch energies to cast the magic gifted them by their supernatural patrons. A focus is a material object the witch can use to concentrate on to cast magic. Wands, rods, staves, dolls, necklaces, rings, headbands, strands of beads, crystals, cool looking rocks, skulls, bones… a focus can be just about anything.

A Witch needs a different focus for each patron. These items should in some way physically resemble an aspect of the patron. For example; a witch with Dagon as a patron may have a focus of a small statuette shaped like a fish-person, or perhaps a wand with a head made of coral.

Luck

The Witch’s Luck modifier can be applied to Patron Bond rolls, and Invoke Patron rolls.

Action Dice

Same as Wizard

Stay away from strange naked goat women in the dungeon
Stay away from the Goat people

Glowstone

[NOTE: This is shit for my home campaign. It can be ignored by you, the reader]

Witches have an innate relationship with glowstone. The weird glowing rock actually increases their magical power! However, there are some side effects. A Witch does not need glowstone in order to perform magic. However, glowstone provides a bonus to casting magic. The size of the glowstone is directly proportional to the size of the bonus. On the other hand, if a spell check ends in critical failure, the bonus of the glowstone is added to the Corruption roll described in each spell description. The bonus generally increases by 1 for every two carats in size of stone. So a 1 or 2 carat glowstone provides a +1 bonus, 3-4 carat is a +2 bonus, and so on up to a maximum of +10.

Each individual glowstone is attuned to a specific patron. No patrons will share a glowstone. If a witch has more than one patron, and one or some of those patrons are not attuned to a glowstone, they may demand that the Witch find a new stone or stones or else suffer consequences.

Sometimes a patron may declare that the stone they are attuned to is too small, and a larger stone must be procured.

Or, a Witch may come across a larger glowstone than what they have and wants to attune it to a patron already associated with a stone in their possession.

In both cases, a new Patron Bond spell must be performed, but because the Witch and the patron already know each other, the spell check succeeds on any roll other than a natural 1.

 If no Corruption roll is described, the Witch rolls on the following;

1 no Corruption, 2-4 Minor Corruption, 5-7 Major Corruption, 8+ Greater Corruption.

Fae Idea for Dungeon Crawl Classics

I was reading Phantasmagoria #1 and the 2019 Gongfarmer’s Almanac and came across two specific things that gave me an idea.

GA19 has a Faerie character class. Phantasmagoria has a Gremlin class. I don’t care much for the standard DCC Elf class.

So I’m going to combine them!

My idea, and this is still in the rough stage is the following…

Fae Folk

At character creation, when rolling Backgrounds, there will be a Fae background. Rolling that, gives you a sub table of Faerie, Sprite, or Pixie. All three are fundamentally the same in terms of powers and abilities. They can fly, they are tiny, they use tiny weapons and equipment, their alignment is Neutral, and they have limited innate magical abilities. Physical appearance wise, Sprites have wings like bees or dragonflies, Faeries have wings like butterflies, and Pixies don’t have wings at all. Skin and hair color can be any color imaginable. Clothing is optional.

Still with me?

When the zero level Fae character reaches 1st level, they get to choose a path of advancement. They can stay a faerie, sprite, or pixie and remain Neutral in alignment (and a first level character will get increased and cooler powers and abilities, of course). These dudes are like the peasants/commoners of the Fae folk, while elves are more like nobility and goblins are black sheep.

OR

They can choose to be a Lawful Elf or a Chaotic Goblin.

Elves

Elves are like the fae nobility. Their alignment is Lawful as they are members of the Seelie Court and know and abide its laws (at least when someone important is watching). They are fighter/wizards like in standard DCC RPG, but their patron is ALWAYS an Elf Lord (either the King of Elfland or one of the several elf patrons from Angels, Demons, and Beings Inbetween Volume 2: Elfland edition). Elves no longer get free Mithril shit at level one because it doesn’t make sense and is dumb. Instead they gain the following cool power; Magical sneakery! They can move silently and leave no tracks in snow or dirt, and make no sound when walking on dead leaves or sticks.

Goblins

Goblins are Chaotic and small. They owe no fealty to any elf lord or lady. They aren’t necessarily evil; more like mischievous. They enjoy playing pranks, sabotaging technology (like the Gremlin from Phantasmagoria), and avoiding actual work. Goblins have some limited spell casting ability like summoning small nasty critters, spoiling food and drink, and stuff like that.