TEXT: DCC RPG Quick Start Guide, June 2011
  Page 1
  QUICK START GUIDE
  W
  elcome to DCC RPG and Free RPG Day! One of the best things about DCC RPG is that you can roll up a character 
  in 5 minutes. Well, maybe 10 minutes if you’re new to the game. Yes, it’s really that fast! This simple guide excerpts 
  the relevant pages from the DCC RPG beta rules to allow you to very quickly roll up 0-level characters on Free 
  RPG Day. Ready? Let’s get started!
  Character creation in the DCC RPG follows these steps:
  1. Roll ability scores. 
  2. Determine 0-level occupation. 
  3. Calculate saving throws and choose an alignment.
  4. Determine randomly determined equipment.
  That’s it! Now, grab the character sheet from the end of this packet, then let’s get started.
  LEVEL 0
  A
  ll characters start at 0 level. Most will die in a dungeon, alone and unknown. The few who survive eventually 
  choose a class in which to advance. When starting a 0-level game, we recommend that each player control 2-3 
  characters. Trust me, you’ll need them. All 0-level characters start with the following:
  • 1d4 hit points, modiﬁed by Stamina
  • 5d12 copper pieces
  • -100 XP
  • One randomly determined piece of equipment (see table 3-4)
  • One randomly determined occupation (see table 1-3)
  • Based on the occupation:
   • Possession of and training in one weapon
   • Possession of some trade goods
  • A +0 modiﬁer to attack rolls and all saving throws
  As the character earns experience points, his XP total advances to 1. When his XP total reaches 1, he may choose a class.
  
  DCC RPG Quick Start Guide, June 2011
  Page 2
  ABILITY SCORES
  A 
  character is deﬁned in broad terms by six ability scores. For character creation, roll 3d6 for each ability score listed 
  on the character sheet, in the order of Strength, Agility, Stamina, Personality, Intelligence, and Luck. You always 
  roll 3d6, and you always roll and apply the scores in that same order. You do not roll more dice and drop the low-
  est die, you do not use a point-based buy system, and you do not assign ability scores in any order other than that deﬁned 
  above.
  Once you’ve rolled your abilities, note your modiﬁer on the character sheet. Then roll d30 on Table 1-2 to determine what 
  kind of roll your Luck score modiﬁes.
  TABLE 1-1: ABILITY SCORE MODIFIERS
  Ability Score 
  Modiﬁer 
  Wizard Spells Known 
  Max Spell Level**
  3 
  -3 
  No spellcasting possible 
  No spellcasting possible
  4 
  -2 
  -2 spells* 
  1
  5 
  -2 
  -2 spells* 
  1
  6 
  -1 
  -1 spell* 
  1
  7 
  -1 
  -1 spell* 
  1
  8 
  -1 
  No adjustment 
  2
  9 
  None 
  No adjustment 
  2
  10 
  None 
  No adjustment 
  3
  11 
  None 
  No adjustment 
  3
  12 
  None 
  No adjustment 
  4
  13 
  +1 
  No adjustment 
  4
  14 
  +1 
  +1 spell 
  5
  15 
  +1 
  +1 spell 
  5
  16 
  +2 
  +1 spell 
  6
  17 
  +2 
  +2 spells 
  6
  18 
  +3 
  +2 spells 
  7
  * Minimum of 1 spell.
  ** Based on Intelligence for wizards and Personality for clerics.
  Roll 
  Birth Augur and Lucky Roll
  1 
  Harsh winter: All attack rolls
  2 
  Taurus: Melee attack rolls
  3 
  Fortunate date: Missile ﬁre attack rolls
  4 
  Raised by wolves: Unarmed attack rolls
  5 
  Conceived on horseback: Mounted attack rolls
  6 
  Born on the battleﬁeld: Damage rolls
  7 
  Path of the bear: Melee damage rolls
  8 
  Hawkeye: Missile ﬁre damage rolls
  9 
  Pack hunter: Attack and damage rolls for 0-level 
  trained weapon
  10 
  Born under the loom: Skill checks (including thief 
  skills)
  11 
  Fox’s cunning: Find/disable traps
  12 
  Four-leafed clover: Find secret doors
  13 
  Seventh son: Spell checks
  14 
  The raging storm: Spell damage
  15 
  Righteous heart: Turn unholy checks
  16 
  Survived the plague: Magical healing*
  17 
  Lucky sign: Saving throws
  18 
  Guardian angel: Savings throws to escape traps
  Roll 
  Birth Augur and Lucky Roll
  19 
  Survived a spider bite: Saving throws against 
  poison
  20 
  Struck by lightning: Reﬂex saving throws
  21 
  Lived through famine: Fortitude saving throws
  22 
  Resisted temptation: Willpower saving throws
  23 
  Charmed house: Armor Class
  24 
  Speed of the cobra: Initiative
  25 
  Bountiful harvest: Hit points (applies at each 
  level)
  26 
  Warrior’s arm: Critical hit tables**
  27 
  Unholy house: Corruption rolls
  28 
  The Broken Star: Fumbles**
  29 
  Birdsong: Number of languages
  30 
  Wild child: Speed (each +1 = +5’ speed)
  * If a cleric, applies to all healing the cleric performs. If not a 
  cleric, applies to all magical healing received from other sourc-
  es.
  ** Luck normally affects critical hits and fumbles. On this re-
  sult, the modiﬁer is doubled for purposes of crits or fumbles.
  TABLE 1-2: LUCK SCORE
  
  DCC RPG Quick Start Guide, June 2011
  Page 3
  OCCUPATION
  Y
  our character once toiled away at mundane tasks, and his 
  family and peers still do. Whether alongside his family or 
  apprenticed to a master, his former occupation provides 
  some set of skills – useful perhaps only as a fallback when he emerg-
  es crippled from the dungeon, but useful nonetheless. These skills 
  also include training in a rudimentary weapon of some kind. Roll 
  d% on table 1-3 to determine a character’s background. Unless noted 
  otherwise, a character is human.
  Note that a character’s occupation need not be determined random-
  ly. If a player has a strong sense of the character’s background in 
  mind already, he should feel free to use it. Starting trained weapon 
  and trade goods can be determined thematically with the judge’s 
  approval.
  TRADE GOODS
  N
  ovice adventurers typically hail from mundane back-
  grounds. The economics of a feudal setting involve more 
  barter than coinage. The typical farmer or woodcutter may 
  sustain his family for years of trade without ever setting eye on a 
  metal coin. All 0-level characters start with trade goods of some kind, 
  as indicated on table 1-3. These may be useful in the dungeon or may 
  provide a starting point for trading up to a better status in life.
  You will discover that 0-level characters possess almost no equip-
  ment. Begin play with a properly sized party (at least 15 PCs), and 
  you will quickly learn what “wealth by attrition” means and how it 
  applies to low-level play.
  ALIGNMENT
  I
  n the beginning there was the Void, where the Old Ones 
  dreamed. In their dreams were Law and Chaos, inherent 
  forces of unity and entropy. Through endless opposition, 
  these forces of unity and entropy elected champions who became 
  gods, who in turn formed planes of existence that reﬂected their 
  principles. On one such plane resides your trivial existence, tiny next 
  to the vastness of Aéreth, even tinier next to the vastness of the cos-
  mos. But you are connected back to the greater universe and the end-
  less struggle by a fundamental choice: do you back the forces of Law 
  or the forces of Chaos?
  Alignment is a choice of values. In its simplest form it determines 
  behavior. In higher forms, it determines allegiance to a cosmic force. 
  Characters choose an alignment at 0 level, and it determines their 
  options for the rest of their life. 
  Alignment functions on many levels, but there are two primary ex-
  tremes: lawful and chaotic, with the balance of neutrality between. A 
  character chooses one of these three alignments at 0 level.
  And that’s it. Now start your adventure!
  TABLE 3-4: EQUIPMENT
  A 0-level character gets one randomly determined 
  item of equipment; roll 1d24 per character.
  Roll* 
  Item 
  Cost
  1 
  Backpack 
  2 gp
  2 
  Candle 
  1 cp
  3 
  Chain, 10’ 
  30 gp
  4 
  Chalk, 1 piece 
  1 cp
  5 
  Chest, empty 
  2 gp
  6 
  Crowbar 
  2 gp
  7 
  Flask, empty 
  3 cp
  8 
  Flint & steel 
  15 cp
  9 
  Grappling hook 
  1 gp
  10 
  Hammer, small 
  5 sp
  11 
  Holy symbol 
  25 gp
  12 
  Holy water, 1 vial** 
  25 gp
  13 
  Iron spikes, each 
  1 sp
  14 
  Lantern 
  10 gp
  15 
  Mirror, hand-sized 
  10 gp
  16 
  Oil, 1 ﬂask*** 
  2 sp
  17 
  Pole, 10-foot 
  15 cp
  18 
  Rations, per day 
  5 cp
  19 
  Rope, 50’ 
  25 cp
  20 
  Sack, large 
  12 cp
  21 
  Sack, small 
  8 cp
  22 
  Thieves’ tools 
  25 gp
  23 
  Torch, each 
  1 cp
  24 
  Waterskin 
  5 sp
  * Roll 1d24 to randomly determine equipment for 0-level 
  characters. Characters who purchase their equipment at a 
  later level ignore this column.
  ** A half-pint vial of holy water inﬂicts 1d4 damage to any 
  un-dead creature, as well as some demons and devils.
  *** When ignited and thrown, oil causes 1d6 damage plus 
  ﬁre (DC 10 save vs. Reﬂex to put out or suffer additional 
  1d6 damage each round). One ﬂask of oil burns for 6 hours 
  in a lantern.
  
  DCC RPG Quick Start Guide, June 2011
  Page 4
  TABLE 1-3: OCCUPATION
  Roll 
  Occupation 
  Trained Weapon† 
  Trade Goods
  01 
  Alchemist 
  Staff 
  Oil, 1 ﬂask
  02 
  Animal trainer 
  Club 
  Pony
  03-04 
  Armorer 
  Hammer (as club) 
  Iron helmet
  05 
  Astrologer 
  Dagger 
  Spyglass
  06-08 
  Blacksmith 
  Hammer (as club) 
  Steel tongs
  09-10 
  Caravan guard  
  Short sword 
  Linen, 1 yard
  11 
  Cobbler 
  Awl (as dagger) 
  Shoehorn
  12 
  Conﬁdence artist 
  Dagger 
  Quality cloak
  13 
  Cooper 
  Crowbar (as club) 
  Barrel
  14-15 
  Cutpurse 
  Dagger 
  Small chest
  16-17 
  Ditch digger 
  Shovel (as staff) 
  Fine dirt, 1 lb.
  18-21 
  Dwarven blacksmith 
  Hammer (as club) 
  Mithril, 1 oz.
  22-23 
  Dwarven herder 
  Staff 
  Sow**
  24-27 
  Dwarven miner 
  Pick (as club) 
  Lantern
  28-31 
  Elven artisan 
  Staff 
  Clay, 1 lb.
  32-35 
  Elven forester 
  Staff 
  Herbs, 1 lb.
  36-37 
  Elven sage 
  Dagger 
  Parchment and quill pen
  38-47 
  Farmer* 
  Pitchfork (as spear) 
  Hen**
  48 
  Fortune-teller 
  Dagger 
  Tarot deck
  49 
  Gambler 
  Club 
  Dice
  50 
  Gongfarmer 
  Trowel (as dagger) 
  Sack of night soil
  51-52 
  Grave digger 
  Shovel (as staff) 
  Trowel
  53-54 
  Guild beggar 
  Sling 
  Crutches
  55-58 
  Halﬂing gypsy 
  Sling 
  Hex doll
  59-62 
  Halﬂing trader 
  Short sword 
  20 sp
  63-64 
  Halﬂing vagrant 
  Club 
  Begging bowl
  65 
  Healer 
  Club 
  Holy water, 1 vial
  66 
  Herbalist 
  Club 
  Herbs, 1 lb.
  67-69 
  Herder 
  Staff 
  Herding dog**
  70-72 
  Hunter 
  Shortbow 
  Deer pelt
  73 
  Indentured servant 
  Staff 
  Locket
  74 
  Jester 
  Dart 
  Silk clothes
  75 
  Jeweler 
  Dagger 
  Gem worth 20 gp
  76 
  Locksmith 
  Dagger 
  Fine tools
  77 
  Mercenary 
  Longsword 
  Hide armor
  78 
  Miller/baker 
  Club 
  Flour, 1 lb.
  79 
  Minstrel 
  Dagger 
  Ukulele
  80 
  Noble 
  Longsword 
  Gold ring worth 10 gp
  81 
  Orphan 
  Club 
  Rag doll
  82 
  Ostler 
  Staff 
  Bridle
  83 
  Outlaw 
  Short sword 
  Leather armor
  84 
  Scribe 
  Dart 
  Parchment, 10 sheets
  85 
  Shaman 
  Mace 
  Herbs, 1 lb.
  86 
  Slave 
  Club 
  Strange-looking rock
  87 
  Smuggler 
  Sling 
  Waterproof sack
  88-89 
  Soldier 
  Spear 
  Shield
  90-91 
  Squire 
  Longsword 
  Steel helmet
  92-93 
  Trapper 
  Sling 
  Badger pelt
  94 
  Urchin 
  Stick (as club) 
  Begging bowl
  95 
  Wainwright 
  Club 
  Pushcart***
  96 
  Weaver 
  Dagger 
  Fine suit of clothes
  97 
  Wizard’s apprentice 
  Dagger 
  Black grimoire
  98-100 
  Woodcutter 
  Handaxe 
  Bundle of wood
  † If a missile ﬁre weapon (such as sling or dart), roll 1d6 to determine number of sling stones or darts.
  * Roll 1d8 to determine farmer type: (1) potato, (2) wheat, (3) turnip, (4) corn, (5) rice, (6) parsnip, (7) radish, (8) rutabaga.
  ** Why did the chicken cross the hallway? To check for traps! In all seriousness, if the party includes more than one farmer or herder, randomly determine 
  the second and subsequent farm animals for each duplicated profession with 1d6: (1) sheep, (2) goat, (3) cow, (4) duck, (5) goose, (6) mule.
  *** Roll 1d6 to determine what’s in the cart: (1) tomatoes, (2) nothing, (3) straw, (4) your dead, (5) dirt, (6) rocks.
  
  DCC RPG Quick Start Guide, June 2011
  Page 5
  TABLE 3-1: WEAPONS
  At 0 level you won’t have many weapons, but you might need some of these stats.
  Weapon 
  Damage 
  Range 
  Cost in gp
  Battleaxe* 
  1d8 
  – 
  7
  Blackjack 
  1d3*** 
  – 
  3
  Club 
  1d4 
  – 
  3
  Crossbow* 
  1d6 
  80/160/240 
  30
  Dagger† 
  1d4 
  10/20/30** 
  3
  Dart 
  1d4 
  20/40/60** 
  5 sp
  Flail 
  1d6 
  – 
  6
  Handaxe 
  1d6 
  10/20/30** 
  4
  Javelin 
  1d6 
  30/60/90** 
  1
  Longbow* 
  1d6 
  70/140/210 
  40
  Longsword 
  1d8 
  – 
  10
  Mace 
  1d6 
  – 
  5
  Polearm* 
  1d10 
  – 
  7
  Shortbow* 
  1d6 
  50/100/150 
  25
  Short sword 
  1d6 
  – 
  7
  Sling 
  1d4 
  40/80/160** 
  2
  Spear 
  1d8 
  – 
  3
  Staff 
  1d4 
  – 
  5 sp
  Two-handed sword* 
  1d10 
  – 
  15
  Warhammer 
  1d6 
  – 
  5
  * Two-handed weapon. Characters using two-handed weapons suffer a -4 penalty to initiative checks.
  ** Strength damage bonus applies with this weapon at close range only. Strength penalties apply at all ranges.
  *** Damage dealt is always subdual damage.
  † Characters generally purchase normal straight-edged daggers, but cultists, cave-dwellers, evil priests, alien worshippers, and 
  other bad guys carry curvy or ceremonial daggers known as athame, kris, or tumi. 
  TABLE 3-2: AMMUNITION
  Ammunition 
  Quantity 
  Cost in gp
  Arrows 
  20 
  5
  Arrow, silver-tipped 
  1 
  5
  Quarrels 
  30 
  10
  Sling stones 
  30 
  1
  
  UNGEONRAWLLASSICSHARACTERECORDHEET
  Name
  Title
  Occupation
  Class
  Alignment
  Speed
  AC
  Hit Points
  Max: _____
  Level
  XP
  Equipment
  Treasure
  Weapons
  Armor
  Combat Basics
  Initiative: 
  _______
  Action dice: 
  _______
  Attack: 
  _______
  Crit die: 
  _______
  Crit table: 
  _______
  Melee Attack
  Melee Damage
  Missile Attack
  Missile Damage
  Ref
  Save
  Fort
  Save
  Will
  Save
  Languages
  Lucky Roll
  Strength
  Modifier: ______
  Agility
  Modifier: ______
  Stamina
  Modifier: ______
  Personality
  Modifier: ______
  Intelligence
  Modifier: ______
  Luck
  Modifier: ______
  Notes
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Quick Reference/Dungeon Crawl Classics - Quick Start Guide.pdf