DCC/Character Generation

Characters are generated randomly. Your actions determine who lives to become great heroes!


 * 1) Ability Scores
 * 2) Occupation
 * 3) Other level 0 choices
 * 4) Attempt to survive your first dungeon. If you survive and reach 10 XP, you advance to 1st level and choose your Class.
 * 5) Some classes are able to cast Spells

Ability Scores
For character creation, roll 3d6 for each ability score in the order of Strength, Agility, Stamina, Personality, Intelligence, and Luck.

Strength
Physical power for lifting, hurling, cutting, and dragging. Your Strength modifier affects melee attack and damage rolls. Skill usage: climbing, intimidating, swimming, wrestling. Strength can be used to influence female characters.

Gender
As soon as you have generated your Strength score, roll a 1d7 and add your Strength modifier. If the result is 5 or higher, the character is male. If not, the character's gender remains undetermined at this time - finish character generation and decide later.

You can use this result to influence your character's physique: The higher the result, the more stereotypical muscled male; the lower the result, the more stereotypical curved female. If you roll a 4 on the die (before adding any modifier) you are encouraged to consider a hero of a sexuality other than heterosexual. These are all optional suggestions you can use or ignore.

Agility
Balance, grace, reaction speed, and fine motion skills, whether in the hands or the feet. Your Agility modifier affects Armor Class, missile fire attack rolls, initiative rolls, and Reflex saving throws, as well as the ability to fight with a weapon in each hand. Skill usage: balancing, escaping, hiding, moving silently, performing, sleight of hand, tumbling.

Stamina
Endurance, resistance to pain, disease, and poison. Your Stamina modifier affects hit points, Fortitude saving throws, and, for Warriors, unarmored AC.

Personality
Some or all of the following, depending on your vision for the character: charm, determination, persuasive talent, strength of will, physical attractiveness. Personality affects Willpower saving throws and unarmored Armor Class. Skill usage: Bluffing, Gossiping, Impersonating, Influencing, Performing.

Intelligence
Ability to discern information, retain knowledge, and assess complex situations, know languages, reading and writing. Skill usage: Appraising, Deciphering, Spotting.

Luck
"Right place, right time;" favor of the gods, good fortune, or hard-to-define talent. Your Luck modifier affects your Birth Augur (if you have one), critical hits, fumbles, corruption, select class abilities and other rolls. Characters can burn off Luck to survive life-or-death situations. Skill usage: Testing your Luck, Listening.

If your Luck modifier is negative or positive (i.e. not zero), your character was born with a Birth Augur, which is either a boon or a bane to a select type of roll. This modifier is permanent and never changes throughout the game.

Occupation
See DCC/Occupations.

Spellcasting
Personality and Intelligence is vitally important to spellcasters, as it affects their ability to draw upon power and determines the maximum spell level they can cast. No level 0 character knows any magic, but you might want to prepare ahead.


 * Shaman, Druid, Oracle, Seer (Cleric): uses Personality.
 * Warlock, Magus, Witch, Conjure-woman (Wizard): uses Intelligence.
 * Txez0-8tlz6.png Cultist: uses Personality.

Birth Augur

 * If your Luck modifier is positive, roll on the Birth Augur table.
 * If your Luck modifier is negative, roll on the Birth Augur table. Possibly rename augur into a curse.
 * If your Luck modifier is zero, do not roll – you have no Birth Augur.

Your Birth Augur is determined during character generation. It never changes after that.

Txez0-8tlz6.png Gender
You rolled 1d7 + Strength modifier right after generating your character's Strength. If the result was 5 or higher the character is male. Otherwise you have free choice to choose whatever gender you like (or flip a coin). Males are generally more likely to risk their lives by choosing violent professions, including the life of an adventurer, but this only applies to your characters if you want it to. If you flip a coin, two out of every seven characters will be female on average, but you may increase this ratio if you want, or decrease it still. Your choice.

Remember: you are in control of your characters' fates. If you want to make sure your main hero or pair of heroes are all male or all female, you can make that happen.

Monsters and men alike generally perceive males as bigger threats, and whenever the Judge determines there is no particular reason for a foe to choose one target over any other, male characters are often targeted before female characters. Heavily armored characters are assumed to be male. Of course, in many instances, the threat comes from an inanimate or alien source where gender is inapplicable. A secondary consideration, therefore, is Luck. Characters with negative Luck modifiers are often targeted before characters with positive Luck modifiers.

Any character may choose to add their Personality modifier (if positive) to AC if wearing light/no clothing (i.e. going unarmored).

In addition to Personality, Strength can be used to influence female characters.

Alignment
In DCC, there is only one alignment axis: Lawful - Neutral - Chaotic.

For most people, you simply choose the outlook on life and/or moral code you wish.

Presumptive Clerics and Cultists, however, should know there are no Lawful gods in this campaign. The choice is between powerful yet distant and uncaring gods (Neutral) or demonic beings that are active, but also actively corrupting (Chaotic).

Equipment
Every character starts with 5d12 copper pieces (cp), a weapon from your 0-level occupation, and some form of trade good (some clearly more valuable than others). Some of the more martial occupations also provide you with armor. (Remember: armor gives a nice bonus to AC, but also imposes a check penalty to many useful skills)

While you can spend your money on basic items like rations and torches, the reality is that you're likely to keep most of your copper pieces for the time being. You may not sell your trade good, weapon or armor before the start of adventure - you had no idea your adventure would start today! (If you for any reason decide your character has no use for your weapon or armor, you may simply remove it from your character sheet. Yes you got money for it when you sold it, but any earnings will have been spent a long time ago)

Class
See DCC/Classes.