TEXT: XCC BETA RULES
  
  XCC BETA RULES
  Page 1
  XCRAWL CLASSICS
  BETA RULES
  Xcrawl created by Brendan LaSalle • Written by Brendan LaSalle 
  Additional writing: Valerie Emerson • Editor: Rev. Dak J. Ultimak • Cover art: Doug Kovacs 
  Interior art: Cliff Kurowski and Bradley McDevitt • Art direction: Joseph Goodman & Brendan LaSalle 
  Layout: Matt Hildebrand • Special thanks: Brett and Alyson Brooks
  Xcrawl Classics Beta Rules is copyright © 2020 Goodman Games LLC. Dungeon Crawl Classics is a trademark of Goodman Games LLC.  
  DCC RPG is published under the Open Game License. Refer to the OGL in this work for additional information. 
  www.goodman-games.com
  
  Page 2
  XCC BETA RULES
  TABLE OF CONTENTS
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  New Classes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Athlete  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Blaster  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Jammer  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Gnome .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Half-Elf  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Half-Orc  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Skills .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  Grandstanding .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Mojo  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .14
  Equipment .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .15
  Combat .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .17
  Techniques of Wrestling Prowess .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Fame  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .18
  New Spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .21
  Blaster Spells .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
       Arcane Aspect .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
       Dungeon Drone  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
       Eldritch Escapology .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
       Howitt’s Flexible Form©  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 26
       Spellweaver Blast  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
       War Gear  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Gnome Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
       Creature Companion .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
       Hocus Pocus  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
       Jinx  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
       Smoke and Mirrors  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Monsters of Xworld .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .39
  Flenser .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Empire Vampire  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  
  XCC BETA RULES
  Page 3
  INTRODUCTION
  THE XCRAWL BETA DOC
  Fire in the sky! Blood on the moon! Xcrawl and Dungeon 
  Crawl Classics join forces to bring you Xcrawl Classics! And 
  here is a first look at what’s to come, the Xcrawl Classics 
  Beta Rules .
  WHAT’S IN THIS  
  BETA RULES DOCUMENT?
  This document will let you run a few of the new classes up to 
  2nd level and has enough of the new rules to get you started 
  in the world of Xcrawl . But this is just a small bit of what is 
  to come . The full rules will allow you to take characters up 
  to 10th level! Plus, you will have all the new classes, more 
  than 50 new spells, five new patrons, enough new monsters 
  to stock a half-dozen crawls, new rules for combat, wealth, 
  and more! Not to mention ideas for adventures outside the 
  arena, two full adventures and tips for creating your own 
  Xcrawl dungeons, and way, way more! Trust us – this beta 
  doc is only 10 .5% of the word count of the final book . The 
  XCC core book is going to be massive and jam-packed with 
  all kinds of fun mayhem . 
  HOW DO I GIVE FEEDBACK?
  If you do try the beta Xcrawl game I would love to hear how 
  the game went, and your thoughts on the new rules, spells, 
  and character classes . You can reach me directly at bren-
  dan@goodman-games .com and let me know your thoughts, 
  or you can jump on the Goodman Games forums . In the 
  Xcrawl section there’s an Xcrawl Classics Beta Rules Discus-
  sion thread if you are into some public discussion . 
  HAVE I PLAYED  
  THIS GAME BEFORE?
  If you are familiar with DCC but not XCC:
  • Xcrawl is both a game and a game-within-a-game . In 
  the world of Xcrawl, players take the roles of superstar 
  athletes participating in a modern death sport . Dungeon 
  Judges create arena dungeon challenges full of mon-
  sters, traps, puzzles, and treasure . The dungeons are 
  artificial, but nonetheless lethal .
  • Xcrawl characters survive on teamwork, and the Mojo 
  system represents the power of teamwork, allowing 
  players to give bonuses to their allies when they need 
  them the most .  
  • Xcrawl is very much about celebrity culture, and XCC 
  includes rules for fame and wealth . Newbie crawlers 
  can earn a few gold pieces shilling for a local bar; ce-
  lebrity crawlers can earn millions endorsing everything 
  from crossbows to car insurance . 
  • Xcrawl Classics will be completely compatible with 
  Dungeon Crawl Classics and those systems based on it, 
  including Mutant Crawl Classics, DCC Lankhmar, and 
  DCC Dying Earth .
  Xcrawl Classics is based on one important principal: using 
  the DCC rules to create the greatest version of Xcrawl . I’ve 
  worked on this version of the rules for several years and I 
  hope I have succeeded . 
  If you’ve enjoyed this beta doc, look for the full XCC rules 
  set, coming soon to a Kickstarter near you!
  
  Page 4
  XCC BETA RULES
  NEW CLASSES
  ATHLETE
  Y
  ou were the most dynamic, acrobatic, unstoppable 
  kid on the playground . You still are—only your new 
  playground is full of things with claws and teeth 
  and evil magic, things that were born and bred in dark plac-
  es underground which mean to end your life . You live for 
  the thrill of physically overpowering the kinds of nightmare 
  beasts that the average person would run from screaming . 
  You will dominate, you will conquer, and yes, you will have 
  your face on that cereal box .  
  Hit points: An athlete gains 1d12 hit points at each level .
  Weapon training: Athletes are trained in the use of the spear, 
  club, dagger, quarterstaff, and javelin . They may wear any 
  armor, but armor with worse than a -4 armor check penalty 
  negates their movement bonus, their scramble ability, and 
  their ability to critically hit with a grapple check . Athletes 
  can use shields but must drop them in order to grapple . In 
  addition, athletes can use appropriate sports equipment 
  (hockey sticks, cricket bats, steel chairs, etc .) as improvised 
  weapons with no penalty . 
  Alignment: Athletes can be any alignment . Lawful athletes 
  tend to be heroic examples of the best of humanity, or ob-
  sessively disciplined self-actualizers out to prove that they 
  are the most fit to survive . Chaotic athletes might be schem-
  ers and cheats, doing whatever they need to do to domi-
  nate and triumph, or could be unpredictable natural talents 
  who won’t let a coach do their thinking for them . Neutral 
  athletes may be narcissists, radical fitness advocates, physi-
  cally gifted idiots, Zen monastic disciples, or simple victims 
  of the totalitarian system that forces poor children denied 
  other opportunities into The Games to survive . 
  Training Die: Athletes train constantly to strengthen their 
  bodies and improve their skills . The athlete’s training die 
  simulates the advantages of the intensive training they con-
  stantly undergo . At 1st level the athlete’s training die is 1d3, 
  and it increases as they level up (see Table 1-6: The Athlete) . 
  The athlete adds their training die to all skill checks that can 
  reasonably considered athletics . Broad examples include 
  jumping, swimming, climbing, swinging on ropes, gymnas-
  tics, lifting heavy objects, and similar . 
  In addition, the athlete adds their training die to grapple 
  checks and grapple damage (see Grappling, below) . 
  Grappling: Athletes are master grapplers . An athlete’s 
  grapple check is:
  1d20 + Strength modifier + training die
  On every round that the athlete begins already grappling an 
  opponent, they can make a grapple check (versus their op-
  ponent’s grapple check) in order to inflict grapple damage 
  against their opponent . This damage comes from constric-
  tion, joint locking, grinding, close-quarter blows, or similar 
  techniques . The athlete decides if they want to inflict stan-
  dard or subdual damage . 
  An athlete’s grapple damage is:
  1d4 + Strength modifier + training die result
  The athlete only rolls the training die once; the result is both 
  their bonus to grapple AND the bonus damage they do with 
  the grapple that round . 
  For example, Slab Hardcheese, a level 2 athlete with a 15 
  Strength (+1 mod) successfully grapples a river fiend . On 
  their next round, the athlete attempts to maintain the grap-
  ple and damage the fiend . He makes his grapple check, roll-
  ing a d20 (action die) +1 (Strength modifier) + a d4 (training 
  XCRAWL 
  CLASSICS 
  BETA RULES
  
  XCC BETA RULES
  Page 5
  die) . He rolls a 10 on his action die and a 3 on his training 
  die, for a total of 14 (10 + 3 + 1) . The judge rolls for the riv-
  er fiend, who scores a total of 9 . The athlete maintains the 
  grapple and does damage: 1d4 (base athlete grapple dam-
  age) +2 (Strength modifier) + 3 (his training die score) points 
  of damage . 
  Athletes with multiple action dice may inflict grapple dam-
  age multiple times against their opponent but must roll their 
  grapple check every time to score damage . 
  In Xcrawl, the types of opponent an athlete may face are 
  endless and endlessly varied . Grappling won’t work against 
  every type of creature, and some creatures will present spe-
  cific challenges and/ or opportunities for wrestling . The 
  judge will have to rule on specific instances, dealing with 
  the vagaries of grappling creatures such as slimes, snakes, 
  dire porcupines, etc . 
  Giant Killer: Monster’s don’t always come in convenient 
  sizes . Athletes train to grapple large creatures as a part of 
  their Xcrawl training . Large creatures only get half their nor-
  mal size bonus against athletes (See Table 1-5 below) .
  Athlete Grapple size chart
  Creature is . . . 
  Normal bonus 
  Versus Athlete
  Double man sized 
  +4 
  +2
  Triple man sized 
  +8 
  +4
  Quadruple man sized 
  +16 
  +8 
  Instead of doing grapple damage, athletes can move a grap-
  pled opponent around the battlefield . Any combat round in 
  which the athlete begins engaged in a grapple with an oppo-
  nent, they can make a grapple check against their opponent 
  to move them . If the athlete succeeds, they can move five feet, 
  dragging their opponent with them . For every factor of 4 that 
  he defeats their opponent by on this check, they can move 
  themselves and the opponent an additional five feet, up to 
  their maximum movement rate . For example, if the athlete 
  scores a total of 20 on this check and their opponent scores a 
  12, they can move their opponent 15’ . In this case the athlete 
  can’t also add a technique of wrestling prowess (see below) 
  to the move—moving the opponent is the technique . 
  Athletes score a critical with maximum grapple check action 
  die result . Having scored a critical grapple, they can roll on 
  the Athlete Grapple Critical Hit chart, p . XX, to see what 
  additional damage and effect they cause on their opponent . 
  Grapple crits on larger/ smaller dice work the same as with 
  standard attack roll crits (see Critical Hits for details) . The 
  Athlete’s critical threat range increases to 19-20 at level 2 
  and continues to increase as shown on Table 1-7: Athlete 
  Grapple Critical Threat . 
  Techniques of Wrestling Prowess: Wrestling is much more 
  strategy than most onlookers realize . Wrestlers have to 
  make dozens of decisions per moment on the fly, all with an 
  eye toward dominating, locking up, and defeating their en-
  emies . In Xcrawl this training is represented by Techniques 
  of Wrestling Prowess, techniques for short . 
  Athletes can attempt to perform specific wrestling techniques 
  in much the same way a brawler, dwarf, or half-orc can per-
  form a Mighty Deed of Arms . Before making the grapple 
  check, the athlete declares the kind of wrestling move they 
  are going for . Examples might include a takedown, a tackle, 
  a choke, a leg lock, or similar wrestling technique . If the ath-
  lete’s scores a 3 or higher on their training die and they win 
  the grapple opposed check, the technique works to some extent . 
  The higher the check on the Training die, the more effica-
  cious the maneuver .  
  Techniques do not increase damage but can have other com-
  bat effects: rendering a limb temporarily or permanently 
  useless, knocking opponents into danger, etc . The judge al-
  Athlete
  Level
  Attack
  Crit Die/ 
  Table
  Action 
  Dice
  Training 
  Die
  Scramble
  Move
  Ref
  Fort
  Will
  1
  +0
  1d8/III
  1d20
  1d3
  +0 
  30
  +1
  +1
  +1
  2
  +1
  1d8/III
  1d20
  1d4
  +1
  35
  +1
  +1
  +1
  tAble 1-7: Athlete GrApple  
  CritiCAl threAt
  Level
  Threat Range
  Crit Die
  1
  20
  1d6
  2
  19-20
  1d7
  10
  17-20
  1d20+2
  
  Page 6
  XCC BETA RULES
  ways rules on how any given technique effects combat . 
  See Techniques of Wrestling Prowess (p . XX) for specific ex-
  amples . 
  Scramble: Athletes learn to scramble they weave, leap, and 
  twist unpredictably in combat in order to make themselves 
  more difficult targets . At second level the athlete gains a +1 
  scramble bonus to their armor class, which increases as they 
  level up . The scramble bonus applies as long as the athlete 
  is able to keep moving . Athletes retain their scramble bo-
  nus while prone or grappling, but not when paralyzed, tied 
  up, or are otherwise unable to move . Athletes in armor with 
  worse than a -4 armor check penalty lose their scramble ben-
  efits; the armor is simply too heavy and cumbersome to al-
  low them to move properly .  
  Fast movement: Athletes constantly train at running . Their 
  movement rate increases as they gain class levels, as listed 
  in the athlete class chart . In addition, their climbing and 
  swimming movement rates are increased by 50% . Athletes 
  lose their fast movement benefits if they are heavily encum-
  bered, or if they wear armor with worse than -4 armor check 
  penalty . 
  Athletic Durability: Athletes are tough and can ignore 
  bumps and bruises that would flatten most people . Athletes 
  ignore a number of points of subdual damage every round 
  equal to their Athlete class level . 
  Mojo: An athlete earns a Mojo point for any creature they 
  take out with nothing but grapple damage . Creatures forced 
  to surrender or tap out earn the athlete a point of Mojo as 
  well .
  Luck: Athletes may choose to add their Luck modifier to 
  Strength, Agility, and Stamina based skill checks . 
  Action dice: The athlete’s action dice can be used for attacks 
  or skill checks
  BLASTER
  F
  rom a young age you felt the singing of magic in your 
  blood, heard voices from the outer darkness that 
  spoke to you in waking visions of power and domi-
  nance . But you aren’t some pointy-hatted geek haunting 
  libraries or trying to read spells in the clouds . Yours was 
  not the path of memorization and dusty cosmic arithmetic . 
  You connected yourself with the magical forces that exists 
  around us every day, learned to sense their ever-tautening 
  waveforms as they passed in and around your body .       
  In time, you learned to focus your will and weave those in-
  visible threads into reality . 
  The blaster is not a new spellcasting phenomenon; rather, 
  the rise of the blaster is a revival of an ancient arcane tradi-
  tion with its roots in ancient Greece: spellweaving, a will-
  driven tradition favored by bodyguards, assassins, and 
  battlefield arcanists . 
  Hit Points: Blasters gain 1d5 hit points per level . 
  Weapon Training: Blasters are trained with the longsword, 
  short sword, spear, club, dagger, and crossbow . They gener-
  ally do not wear any armor as it effects their ability to cast 
  spells . 
  Alignment: Blasters can be of any alignment . 
  Caster Level: Caster level (CL) is a measurement of a blast-
  er’s power in weaving magical energy together to create a 
  spell effect . A blaster’s CL is usually their blaster level . For 
  example, a 1st level blaster usually has a CL of 1 .
  Spellcasting: Magic is mysterious, dangerous, and decided-
  ly unnatural . It is always a dangerous practice—spellcasters 
  face mystical corruption, unexpected side effects, and traf-
  ficking with treacherous magical entities that offer power in 
  exchange for service that often leads to the destruction of 
  body and soul . Blasters face terrifying risks in harnessing 
  the chaotic forces of arcane power that exist in the universe, 
  risks that would make most mortals quake with fear simply 
  to consider . 
  On the other hand, it’s so awesome to watch on TV! Who 
  doesn’t want to see a caster burn down a room full of ches-
  ters with liquid fire? Or watch some noob screw up a spell, 
  and POOF they have a donkey head? Give me that all day 
  every day, says the Empire . Such is the demand for arcane 
  action in the arena that there is never a short supply of those 
  willing to take those risks for gold and prizes . 
  At 1st level blasters learn spellweaver blast and three ran-
  domly determined spells, with their beginning spell num-
  ber modified by their Personality score as seen on Table 1-1: 
  
  XCC BETA RULES
  Page 7
  Ability Score Modifiers (p . XX) . New spells learned can be 
  of any level for which the blaster is eligible, as shown on the 
  max spell level column . The blaster chooses what spell level 
  they wish to learn before rolling to see which spell they can 
  learn . Higher-level spells are more powerful but harder to 
  cast—and there are consequences for failure . 
  Blasters cast spells by making a spell check, which always 
  uses their blaster die . 
  Blaster Die: The blaster rolls a die as part of their spell 
  check, which represents the random fluctuation of magic 
  which is the hallmark of spellweaver-style spellcasting . A 
  Blaster spell check is:
  1d20 + Personality modifier + blaster die 
  The blaster die begins at 1d3 and increases as the blaster lev-
  els up, as shown on Table 1-8: The Blaster . 
  Spellburn: Blood and pain fuels sorcery . Blasters learn to 
  sacrifice a part of their soul energy in order to power their 
  spellweaving, which can have amazing—and potentially di-
  sastrous—consequences . Blasters can spellburn like a DCC 
  wizard . 
  Supernatural Patrons: Blasters weave magic spells through 
  technique and sheer force of personality . Some blasters 
  make a pact with a supernatural being to help them increase 
  their power and destroy their opponents, and in dire cir-
  cumstances can request for the entity’s direct intervention . 
  This sort of request is called invoking a patron – its power-
  ful magic and it can be dangerous, but most blasters believe 
  that engaging a patron is worth it—right up until it destroys 
  you .
  To invoke a patron, the blaster must spellburn at least 1 
  point of an ability score (p . XX) and cast the spell invoke 
  patron . There may be additional requirements depending 
  on the specific circumstances . Presuming the patron deigns 
  to attend to the blaster, the spellcaster can expect a quid pro 
  quo: a promise exacted, a secret shared, a gift of magic, or 
  perhaps even the demand for a quest to be performed . 
  While wizards are free to take demons, horrific ghosts, or 
  unknowably destructive outerworld intelligences to be their 
  patrons, the Adventurer’s Guild reject blasters with patrons 
  who aren’t television friendly . Sorry pal, nobody wants to 
  see you eat flies in a swamp on TV . 
  The most common patrons for Xcrawl blasters include: 
  • The Amazing Rando, first wizard to die in Xcrawl
  • Circe, the immoral sorcerers who seduced Odysseus
  • Medea, the Scorned Woman, who cured Heracles’ mad-
  ness to balance her terrible vendetta against Jason of 
  Argos
  • Barzodi, the American Necromancer who served un-
  der Emperor George Augustus, the first Emperor of the 
  NAE
  • Prometheus, the Titan who stole fire from the Gods
  The Adventurer’s Guild might be convinced to give Guild 
  Status to a blaster with a patron not on this list, but this 
  would be a process of careful vetting, arcane exploration, 
  and at least one huge honkin’ bribe . The process of choosing 
  (or being chosen by) a patron is described fully in Super-
  natural Patrons, p . XX . 
  Pattern Focus: The physical discipline and force of personal-
  ity required of a blaster to weave spell effects out of the air is 
  nothing at all like the mental discipline and study required 
  for traditional wizards . The blasters pattern focus imposes 
  the following restrictions: even if they find an arcane scroll 
  that would normally allow them to do so, they can never 
  the blAster
  Level
  Attack
  Crit Die/ 
  Table
  Action 
  Dice
  Blaster 
  Die
  Number 
  of Spells 
  Known
  Max 
  Spell 
  Level
  Ref
  Fort
  Will
  1
  +1
  1d6/I
  1d20
  d3
  4
  1
  +1
  +0
  +1
  2
  +1
  1d7/I
  1d20
  d4
  5
  1
  +1
  +0
  +1
  
  Page 8
  XCC BETA RULES
  summon permanent magical helpers (i .e ., familiars), or cre-
  ate permanent magic items . Blasters are also not able to 
  scribe scrolls, although they can use arcane scrolls scribed 
  by other practitioners of arcane magic, actually weaving the 
  residual nimbus of magic that surrounds such writings into 
  the intended effects, rather than cast the spell like a wizard . 
  Mojo: A blaster earns a Mojo point for participating in the de-
  feat of an enemy that can cast spells or utilize magic abilities . 
  Luck: A blaster applies their Luck modifier to Corruption 
  and Mercurial Magic checks . 
  Action Dice: A blaster’s first action die can be used for at-
  tacks or spell checks, but their second action die can only be 
  used for spell checks . At 6th level the blaster can cast two 
  spells in a single round, the first using a d20 and their sec-
  ond with a d14 .
  JAMMER
  Y
  ou are a superstar: monster slayer, rhyme sayer, DJ’s 
  worst nightmare, crowd favorite, stalwart ally, as 
  dangerous with a word as you are with a weapon . 
  Any Xcrawl squad that wants to get anywhere in this world 
  needs you on their side and not helping out their rivals, be-
  cause when the fight heats up and things look desperate, 
  that’s when you really start to jam . 
  Hit Points: The jammer gains 1d8 hit points per level . 
  Weapon Training: Jammers are trained in the longsword, 
  short sword, rapier, hand axe, dagger, spear, and crossbow . 
  Jammers can wear any armor but wearing armor with an ar-
  mor check penalty lower than -4 negates the AC bonus from 
  their chosen weapon (see below) .
  Alignment: Jammers can be any alignment . 
  Chosen Weapon: At 1st level, the jammer picks one melee 
  weapon from their trained weapon list as to be their cho-
  sen weapon . This weapon, once chosen, cannot be changed . 
  Thereafter when fighting with their chosen weapon they re-
  ceive an AC bonus equal to their base Reflex save . The jam-
  mer receives this AC bonus as long as they can move (i .e ., are 
  not held, paralyzed, etc .) . Wearing armor with a check pen-
  alty worse than -4 negates their chosen weapon AC bonus . 
  Performance: At 1st level jammers are trained in one perfor-
  mance specialty . This can be practically anything with judge 
  approval: freestyle rapping, electric guitar, slam poetry, 
  blues harmonica, comedy, jazz crooning, etc . The judge and 
  player should work together to work out any combat or skill 
  movement issues the jammer might incur from their chosen 
  specialty (a tuba jammer might have extended sound range, 
  for example, but may find fighting and climbing an issue) .  
  For other character classes, a performance check is normally 
  a 1d20 + Personality modifier . The jammer adds their class 
  level to that check when using their performance specialty, 
  making their full performance check:
  1d20 + Personality modifier  + jammer level
  The jammer can pick up a new performance specialty for 
  every level they earn . This doesn’t necessarily give the jam-
  mer any additional combat effectiveness, but it does provide 
  options and role play possibilities .
  Disrespect: The jammer can use their performance specialty 
  to lampoon, distract, detract from, and otherwise disrespect 
  an opponent . 
  The target must be close enough to hear the jammer’s perfor-
  mance . In an Xcrawl event this usually means just being in 
  the same room/ hall/ arena, but circumstances might change 
  this . Jammers receive a wireless mic for normal Xcrawl events 
  so they can be heard clearly over the roar of the crowd .  
  The jammer spends a full round using their performance 
  specialty to disrespect their opponent and makes a Perfor-
  mance check . The opponent must make a Willpower save 
  against a DC equal to the jammer’s Performance check . Fail-
  ure means the opponent is disrespected for the jammer’s 
  CL +1d3 rounds . While disrespected, the opponent takes a 
  penalty to attack rolls, spell check rolls, damage rolls, and 
  Willpower saves as listed in Table 1-11: The Jammer . 
  Disrespect is ineffective against inanimate objects, slimes, 
  and constructed creatures, such as golems . It does work 
  against un-dead, even dim un-dead such as basic skeletons 
  and zombies—the same instinct that tells them to attack 
  with the pointy end of weapons and to bite humans and not 
  pictures of humans lets them know they just got savaged . 
  Affected creatures need not understand the jammers lan-
  guage to be disrespected . 
  Devastating Attack: The jammers combat prowess and per-
  formance excellence merge in their devastating attack . If 
  the jammer makes a successful melee attack against a dis-
  respected opponent, they add their devastating attack die 
  to the damage, as indicated by Table 1-11: The Jammer . This 
  can be a melee or ranged attack . 
  Lionize: The jammer can use their performance to bolster their 
  allies, giving them a serious edge against their enemies . The 
  
  XCC BETA RULES
  Page 9
  the JAmmer
  Level
  Attack
  Crit Die/ 
  Table
  Action 
  Dice
  Disrespect Penalty
  Devastating Attack
  Ref
  Fort
  Will
  1
  +1
  1d8/III
  1d20
  -2
  +1d3
  +1
  +1
  +0
  2
  +2
  1d8/III
  1d20
  -2
  +1d4
  +1
  +1
  +0
  jammer uses a move action to make a performance check, mak-
  ing a particular ally the target of their lionization . If successful, 
  the lionization benefits last for their class level in rounds . Thus, 
  a 2nd level jammer who successfully lionizes an ally gives the 
  bonus for two rounds . Check the performance check against 
  Table 1-10: Jammer Lionization to see its effectiveness . On any 
  lionize check of a natural 1 the jammer flubs their performance 
  that it actually gives their opponents a boost . 
  Mojo: Jammers earn a point of Mojo for every failed attack 
  or spell check by disrespected opponents . In addition, the 
  jammer has special Mojo abilities: unlike members of every 
  other class, the jammer has the ability to boost their ally’s at-
  tack rolls, spell checks, or skill checks with Mojo points from 
  their own pool after the die roll . In such circumstances, they 
  can (with permission) even draw Mojo points from their 
  teammates and give them to a teammate in need, on a 1 for 
  2 basis, after the die roll . 
  Example: A messenger rolls a fail result on a Holy Act roll to 
  Turn Unholy, putting the team at a disadvantage and rais-
  ing their disapproval to a dangerous level . Before the result, 
  the jammer declares that they want to add all 3 of their re-
  maining Mojo points to the result . The roll is still short by 
  two, so the jammer asks if they can have four points from 
  the party half-orc for the roll . That character’s player agrees, 
  so the half-orc’s 4 points of Mojo become a +2 on the mes-
  senger’s check, so they make the check . Whew! 
  Luck: Jammers add their Luck mod to Performance checks . 
  Jammers may choose to add their Luck modifier to their AC .
  Action Dice: Jammers can use action dice for combat or per-
  formance checks .
  GNOME
  Y
  ou are a born superstar . Attractive, funny, clever, 
  and hard to beat . You are kin to the fey world, and 
  the magic that runs through your veins is older than 
  language . And Xcrawl is . . . well, fun . Trouble is fun . Danger 
  is fun . And your common gnomes, the nine to five worker 
  drones who might go their whole life without so much as 
  pranking the least dangerous enemy, think you are insane 
  for using your talents to slay monsters and win treasure—
  and their scorn might be the most fun thing of all! So you 
  practiced your magic, your sneaking, your swordplay, and 
  your insults, and now you are the heart and soul of your 
  Xcrawl team . You put your life on the line for your team-
  mates, you trade safety for stardom, and you have a joke for 
  every drop of blood you spill on the arena floor . Fun!
  Hit Points: Gnomes gain 1d6 hit points per level . 
  Weapon Training: Gnomes are proficient in the short sword, 
  dagger, crossbow, bow (any), and quarterstaff . Gnomes tend 
  to wear light armor, as heavy armor negatively affects both 
  their specialist abilities and their spellcasting .  
  Alignment: Gnomes can be of any alignment, although they 
  tend towards Neutrality . Gnomes can see both sides of the 
  joke, and they see the wisdom of balance and avoiding the 
  big cosmic conflict . Gnomes like to see anyone who gets too 
  big for their britches receive their comeuppance, including 
  their fellow gnomes . Especially their fellow gnomes . 
  Caster Level: Caster level (CL) is a measurement of a 
  gnome’s power in channeling a spell’s energy . A gnome’s 
  CL is usually their character level . For example, a 2nd level 
  gnome usually has a CL of 2 . 
  Gnome Magic: Gnomekind originated in the Twilight 
  Realms of the fey, and as such, they have an innate connec-
  tion with the fey world . Fey creatures are an extension of 
  nature, and gnomes draw from that endless wellspring of 
  power in the natural world . Gnomes discover spells in natu-
  ral phenomena: written in the clouds, hidden in patterns of 
  mushrooms in the forest, whispered by cicadas at twilight . 
  Level 1 gnomes learn 2 randomly determined spells, that 
  number being modified by their Personality modifier as 
  seen on Table 1-1: Ability Score Modifiers (gnomes always 
  begin with a minimum of 1 spell) . Gnomes discover the for-
  mula for their magic somewhere in nature, perhaps spotted 
  in the pattern of bark on an alder wood tree or heard in the 
  JAmmer lionizAtion
  Roll
  Result
  1
  Bombs! Judge chooses an opponent to gain +1d 
  on their next combat action .
  2-11
  No effect
  12-13
  +1 attack rolls
  14-16
  +1 attack rolls and Willpower saves
  17-19
  +1 Attack rolls, Willpower saves, and skill 
  checks
  20-22
  +2 attack rolls, Willpower saves, Reflex saves, 
  and skill checks
  23-26
  +2 attack rolls, Willpower saves, Reflex saves, 
  and skill checks; +1 spell checks
  27-30
  +2 attack rolls, Willpower saves, Reflex saves, 
  and skill checks; +1 spell checks and AC
  31+
  +3 attack rolls, Willpower saves, Reflex saves, 
  and skill checks; +2 spell checks and AC
  
  Page 10
  XCC BETA RULES
  echo from a canyon . Higher level gnomes might learn new 
  spells directly from an emissary of the Courts of the Fey, 
  whose secret knowledge of the world give them insight into 
  the destiny of all feytouched creatures . 
  Gnomes cast spells by making a spell check . A gnome’s spell 
  check is usually:
  1d20 + Personality modifier + caster level 
  In some cases the gnome may roll a different die, or apply 
  different modifiers, depending on circumstance . Gnomes 
  can apply spellburn to their spell checks if they choose . 
  See Chapter Seven: Magic for full details on spellcasting .
  Draw Agro: Gnomes are masters of taunting opponents into 
  making a mistake in combat . As a move action they can make 
  a draw agro attempt at any sentient creature within 60’ . The 
  target creature must be able to see and hear the gnome’s taunt-
  ing in order for the attempt to work, although they do not need 
  to understand the gnome’s language in order to be affected . 
  The gnome’s draw agro check is equal to 1d20 + Personality 
  modifier + class level
  The gnome makes its check and the target must make a Will-
  power save against that check . Failure means the target must 
  spend their next action attacking the gnome in whatever 
  fashion they can, even if the attack is illogical or inefficient . If 
  attacking the gnome would put the draw agro target into im-
  mediate danger (for example, they must leave their position 
  in melee which will lead to free attacks from melee oppo-
  nents), they may choose to remain in their position, but take 
  a -1d penalty for combat actions in their next round . When 
  the gnome reaches 5th level this penalty is increased to -2d .
  Small Size: Gnomes are 2½ to 4½ feet tall, and normally 
  weigh between 40 and 90 pounds . 
  Slow: Gnomes have a base movement speed of 25’ . 
  Specialist Skills: Gnomes learn the following skills, which 
  work exactly as the Specialist skills do: hide in shadows, 
  pick pockets, and sneak silently, gaining bonuses with these 
  skills as seen in table 1-22: Gnome Specialist Skills . 
  Team Mascot: Gnomes become the heart and soul of their 
  teams . They have two special Mojo abilities . First, when-
  ever they roll a natural 20 on an attack roll or spell check, 
  they earn extra Mojo points . A 1st level gnome earns 1d3 
  points of Mojo on a natural 20, rather than 1 point like most 
  characters, and this die increases as the gnome levels up as 
  per Table 1-18: The Gnome . Second, when a character rolls 
  a 1 that causes the team to lose all of their Mojo points, the 
  gnome automatically gains 1 point . 
  Mojo: Gnomes earn a Mojo point for every victim of their 
  draw agro that successfully changes their target to the 
  gnome . 
  Luck: Gnomes may choose to add their Luck modifier to all 
  draw agro attempts .
  Action Dice: Gnomes action dice may be used for attacks or 
  spell checks .
  HALF-ELF
  Y
  our elf side of the family shake their head at the 
  “childer of indiscretion,” talk about how hot-head-
  ed and uncouth you are . Your human side fam are 
  worse—they treat you like an alien creature, all the while 
  being openly jealous of your longevity and striking looks . 
  America in general doesn’t know what to make of you and 
  with the exception of your circle of friends and trusted con-
  federates they either patronize you like your magic might 
  rub off on them, or give you a wide berth . What they don’t 
  get about you is the feeling in your blood—that need for ex-
  citement and danger . America may not get you, but it built 
  you the greatest playground in the world—Xcrawl . You 
  mean to get out there with your sword and your magic and 
  show the world who you are . 
  Hit Points: Half-elves earn 1d7 hit points per level . 
  Weapon Training: Half-elves are trained in long sword, 
  short sword, longbow, short bow, and dagger . Half-elves 
  must choose their armor carefully, as they share their fey 
  ancestor’s intolerance for iron, and any armor can hinder 
  their spellcasting abilities . 
  Alignment: Half-elves can be any alignment, but they trend 
  towards Neutrality . Half-elves from the North American 
  Empire typically revere both Aiia Gesilvala and the Gods 
  of Olympus . 
  Caster Level: Caster level (CL) is a measurement of a half-
  elves power in channeling a spell’s energy . A half-elf’s CL is 
  usually their character level . For example, a 2nd level half-
  elf usually has a CL of 2 . 
  Magic: Half-elves tap into the innate magic of their ances-
  tors, rather than spending hours studying ancient tomes or 
  the Gnome
  Level
  Attack
  Crit Die/ 
  Table
  Action 
  Dice
  Spells Known
  Team Mascot
  Ref
  Fort
  Will
  1
  +1
  1d6/II
  1d20
  2
  1d3 
  +1
  +1
  +1
  2
  +2
  1d8/II
  1d20
  3
  1d3
  +1
  +1
  +1
  Gnome speCiAlist skills
  Skill
  1
  2
  Sneak Silently*:
  +4
  +6
  Hide in Shadows*:
  +5
  +7
  Pick Pocket*:
  +3
  +5
  * The gnome’s Agility modifier, if any, also modifies checks for 
  these skills. 
  
  XCC BETA RULES
  Page 11
  making pacts with strange arcane patrons . At first level they 
  know two spells, one which is automatically cantrip . Half-
  elves make a Luck check whenever they gain a level: if they 
  are successful, they may choose their new spell . Otherwise 
  their spells are determined randomly . Gaining a new level, 
  a half-elf may learn a spell from any spell level they are eli-
  gible for, choosing the level before they attempt their Luck 
  roll . 
  Half-elves cast spells by making a spell check . A half-elves 
  spell check is usually:
  1d20 +Personality modifier +caster level 
  In some cases, a half-elf’s spell check may have different 
  modifiers, or even a different die . 
  Half-elves who obtain the patron bond spell may choose a 
  patron as usual, and automatically receive the invoke patron 
  spell . 
  Half-elves who play Xcrawl exclusively draw their spells 
  from the blaster spell list, and are under the same restric-
  tions as other pro-crawler arcane spellcasters (no demons or 
  other “unwholesome personages” as patrons, must be mem-
  bers of the Guild of Magus) . Half-elves who choose to study 
  other traditions of magic exist, but are normally banned 
  from Xcrawl events . 
  Half-elves who wear armor take the armor check penalty to 
  spell checks . 
  Charisma Die: Living on the margins of human and elf society 
  and not necessarily being accepted by either side forces half-
  elves to swiftly develop acute social skills . Half-elves have a 
  charisma die, representing their extreme facility with social in-
  teraction . The charisma die is rolled and added to skill checks 
  modified by Personality, inducing negotiation, deception, 
  diffusing conflicts, and any application of the grandstanding 
  skill . The charisma die is not added to spell checks . 
  Adventuring Skills: Half-elves are natural born adventur-
  ers and find themselves drawn to tricky and dangerous situ-
  ations all of their lives . They develop certain skills that help 
  them survive along the way . 
  Heavy armor hampers Adventuring Skills: a half-elves Ar-
  mor Check penalty is applied to all of their Adventuring 
  Skills, including backstab . 
  Half-elves can perform the following skills, adding their 
  level as a bonus to the roll along with any modifiers listed 
  below . 
  Climb Sheer Surfaces, Hide in Shadows, Sneak Silently: 
  These work just like the specialist skills of the same name 
  (see Specialist, p . XX)
  Acrobatics: Half-elves are naturally stronger than their elv-
  ish ancestors, and naturally nimbler than their human par-
  ent, making them exceptional gymnasts . They gain the ac-
  robatics skill, as defined in the specialist Acrobat section, p . 
  XX .
  Backstab: A half-elf can backstab like a specialist, albeit 
  slightly less effectively . The half-elf adds the bonus listed on 
  Table 1-21: Half-Elf Adventuring Skills by Level to all back-
  stab attempts . On a successful backstab, the attack is an au-
  tomatic critical, but the Crit die is -2d on the chain—unless 
  they roll a natural 20 on their backstab attack roll, in which 
  case the half-elf rolls their standard Crit die . 
  Resistance: Half-Elves have a touch of their elvish ances-
  tor’s resistance to certain magic’s . Half-elves roll +1d for 
  saving throws against magical sleep and paralysis effects . 
  Vulnerability: Half-elves have a measure of their elvish an-
  cestor’s sensitivity to iron . Wielding cold-iron weapons give 
  them a -1 penalty to hit, and wearing armor made from cold-
  iron gives them a -1 AC modifier .
  Luck: A half-elf’s may choose to apply their Luck modifier 
  to all saving throws . The modifier does not change as the 
  half-elf’s Luck score changes . 
  Languages: Half-elves from the NAE automatically speak 
  English and Elvish . 
  Action Dice: Half-elves use their action dice for attacks and 
  spells .
  the hAlf-elf
  Level
  Attack
  Crit Die/ 
  Table
  Action 
  Dice
  Known 
  Spells
  Max Spell 
  Level
  Charisma Die
  Ref
  Fort
  Will
  1
  +1
  1d6/II
  1d20
  2
  1 
  1d2
  +1
  +1
  +1
  2
  +2
  1d8/II
  1d20
  3
  1
  1d3
  +1
  +1
  +1
  hAlf-elf AdventurinG skills by level
  Skill
  1
  2
  Acrobatics*
  +1
  +3
  Backstab
  +0
  +1
  Sneak Silently*
  +3
  +5
  Hide in Shadows* 
  +1
  +3
  Climb Sheer Sur-
  faces * 
  +3
  +5
  *The half-elves Agility Modifier, if any, also modifies checks for 
  these skills
  
  Page 12
  XCC BETA RULES
  HALF-ORC
  Y
  ou were born in the Zura’ah’zurah, little more than 
  a slave . You were smaller than your pack mates, and 
  they beat you mercilessly every chance they got . But 
  you were smarter, and soon your aggression, guile, and will-
  ingness to escalate every confrontation to bloodshed earned 
  you the respect of your peers . 
  One day you and your packmates were brought to the sur-
  face world, the hated North American Empire, where you 
  would be trapped in one of their little Xcrawl encounters, 
  waiting for the adventurers to come and slay you all . At the 
  last minute your handler realized that you were half-hu-
  man, and in that instant your life was turned inside out . The 
  Adventurer’s Guild made you a Ward of the Empire and 
  stuck you in with a team of surface-soft competitors—now 
  you would be an adventurer, standing shoulder-to-shoulder 
  with full-blooded humans and even elves . 
  Hit Points: Half-orcs gain 1d14 hit points per level . 
  Weapon Training: Half-orcs are proficient in the use of axes 
  (any), bows (any), crossbows, daggers, javelins, lances, pole-
  arms, spears, swords (all), and warhammers . Half-orcs can 
  wear any armor and use shields . 
  Alignment: Half-orcs can be of any alignment . The major-
  ity of half-orcs are neutral, striking a balance between their 
  chaotic orcish forbears and the nominally civilized society of 
  the North American Empire they find themselves thrust into . 
  Attack Modifier: Half-orcs have a deed die, like brawlers . 
  Note that the half-orc’s deed die progresses differently than 
  other classes . Their deed die is both their bonus to hit and 
  damage on any given round, and their chance to perform a 
  Mighty Deed of Arms . 
  Mighty Deed of Arms: Half-orcs can perform Mighty Deed 
  of Arms like a brawler . See Brawler, p . XX, for full details on 
  the use of this ability . 
  Reckless Attack: Half-orcs fighting in melee may forgo de-
  fense and leave themselves open and in danger of an ad-
  ditional attack from a given opponent, goading their enemy 
  into taking a free attack, which gives them a chance at an 
  additional strike . A reckless attack can only be with a melee 
  weapon against an opponent who is fighting in melee (i .e ., 
  not using magic or missile attacks) . 
  At the end of the half-orcs normal attack, they may choose 
  to make a reckless attack . Choosing to do so means their tar-
  get gets the option to take a free single attack against the 
  half-orc with whatever weapon, natural weapon, or hand-
  to-hand strike they used during their last attack . This free 
  attack is made before the half-orc makes their reckless at-
  tack . Opponents unable to attack may never be targeted 
  by a reckless attack, including enemies who are paralyzed, 
  charmed, bound, unconscious, or simply unaware of the in-
  coming attack . 
  The half-orc’s reckless attack is always an additional attack 
  using their deed die . Half-orcs can only make one reckless at-
  tack per round regardless of how many action dice they have .
  The opponent must “take the bait”: intelligent opponents 
  may choose to forgo the free attack, which prevents the half-
  orc from taking their reckless attack . Clever uses of their 
  
  XCC BETA RULES
  Page 13
  Mighty Deed of Arms might allow the half-orc to deceive 
  or otherwise goad intelligent enemies into taking their free 
  attack . 
  If the half-orc is incapacitated or even slain by their oppo-
  nent’s blow, they can still deliver their reckless attack before 
  they fall . The judge might rule this is impossible under cer-
  tain circumstances (e .g ., they are swallowed whole or disin-
  tegrated) . 
  Reckless attacks are potentially devastating . The half-orc 
  has a greater chance of scoring a critical hit with their reck-
  less attack, as shown on the table below . 
  Infravision: A half-orc can see in the dark up to 60’ .
  Robust: Half-orcs are hearty and tough . Half-orcs make sav-
  ing throws against disease effects at +1d . In addition, they 
  heal two hit points and two physical ability points per night 
  of rest (Strength, Agility, or Stamina), and three hit points 
  and three physical ability points for complete day of care 
  and bed rest .
  Languages: Half-orcs speak English and Orcish . If their In-
  telligence allows them to learn additional languages one of 
  them may be Dimtongue, the simple trade language most 
  denizens of the Zura’ah’zurah speak . 
  Mistrusted: Half-orcs are considered by most to be outsid-
  ers worthy of keeping an eye on . Citizens of the Empire tend 
  to view them with fear and mistrust . Orcs and other crea-
  tures of the Zura’ah’zurah consider them to be traitors . In 
  social situations out in the “real world,” half-orcs take a -1d 
  penalty on any skill checks modified by Personality . There 
  are many exceptions to this rule:
  • Grandstanding
  • Dealing with other half-orcs
  • Dealing with Xcrawl professionals, including agents, 
  event staff, and referees
  • While in the city of Reno, which has become extremely 
  used to seeing half-orcs . 
  Being mistrusted actually aids the half-orc in some respects . 
  A half-orc’s attempt to frighten, bully, or intimidate are at 
  +1d . Half-orcs using their Mighty Deed of Arms to frighten 
  or intimidate foes get a +1 to their deed die result which 
  does not add to their chance to hit or damage they score .
  The mistrusted penalty fades once the half-orc reaches 3rd 
  level . At that point the majority of the Empire considers 
  them one of their own, and their underground brethren con-
  sider them either too dangerous or clever to challenge . The 
  bonus on intimidation never fades . 
  Non-citizens: Half-orcs begin the game as non-citizen spe-
  cial visitors who are allowed to work in the Empire on a 
  special athletic visa . This creates many challenges: half-orcs 
  are not allowed to own real estate, possess a driver’s license, 
  etc ., but are still expected to pay taxes and respect the laws 
  of the Empire . Half-orcs (who don’t live in Reno) aren’t al-
  lowed to leave their homes without escort, so most live with 
  a teammate or agent . 
  Half-orcs who survive long enough to reach 4th level begin 
  to be considered for citizenship . This is a long process that 
  involves getting letters or recommendation, a citizen spon-
  sor, taking citizenship classes, etc . Simplified: the half-orc 
  must pay (10 + 1d6 - Luck mod) thousand gp in bribes in 
  order to be made a full citizen of the NAE . 
  Luck: Half-orcs may choose to add their Luck modifier to 
  both the attack roll and damage of their reckless attack .
  If a half-orc rolls a fumble, they may choose to spend 1 point 
  of Luck to avoid the negative consequences of their fumble 
  check . See Combat, p . XX, for complete rules on fumbles . 
  Mojo: Half-orcs earn a Mojo point for every solo kill they 
  make; they must score all of the damage against the opponent . 
  Action Dice: Half-orcs always use their Action die for at-
  tacks .
  the hAlf-orC
  Level
  Deed Die
  Crit Die/ Table
  Action Dice
  Reckless Threat Range
  Ref
  Fort
  Will
  1
  1d3
  1d10/III
  1d20
  19-20
  +1
  +1
  +1
  2
  1d4
  1d12/III
  1d20
  19-20
  +1
  +1
  +1
  
  Page 14
  XCC BETA RULES
  SKILLS
  GRANDSTANDING
  Grandstanding is the art of working the crowd .
  Grandstanding Check = 1d20 + Personality modifier + char-
  acter level
  The DC for this check is referred to as Crowd DC . The aver-
  age Crowd DC is 14—circumstances can raise or lower this 
  DC . For example, a hometown crowd eager to cheer on their 
  local team might be DC 10, while a hostile crowd could be 
  DC 15 or higher . While crawlers can grandstand whenever 
  they feel like whipping the crowd up, twice per combat en-
  counter they can earn a Fame point (see below) with a suc-
  cessful Grandstanding attempt .
  • Once during an ongoing combat . Characters can Grand-
  stand as a move action on their turn . A successful check 
  means they earn 1 point of Fame .
  • Once the round immediately after combat ends . Success 
  means they earn 1 point of Fame .
  A grandstanding attempt can be done at the same time as a 
  move action, attack, or spell check . As an optional rule, the 
  GM may award 2 fame points for a Grandstanding check 
  result of 20+ .
  MOJO
  Mojo represents the unconscious power of teamwork that 
  makes the team greater than the sum of its crawlers .
  At the start of play, every PC of at least 1st level begins with 
  1d3 Mojo points . Points from the Mojo pool can normally 
  be added to the following dice rolls: action dice for attacks 
  or spellcasting (including a messenger’s Holy Acts), skill 
  checks, or ability score checks . 
  Points from the Mojo Pool are added on a one-to-one basis, 
  and there is no limit to how many points you can give out . 
  For example, if a PC has three Mojo points and their special-
  ist is about attempted to disarm a dangerous trap, you can 
  give them one, two, or all three of your Mojo points, which 
  then becomes a +1, +2, or +3 bonus on their Disarm Traps 
  check . 
  The Catch: you can never take points from the Mojo Pool for 
  yourself; you can only give them to your teammates! 
  Mojo points must be given on the recipients turn before the 
  die roll . Luck points can be spent after the die roll, but not 
  Mojo . 
  Players are not permitted to ask for points out of the Mojo 
  pool—that’s just not how team synergy works . Those that 
  forget and ask for Mojo points are blocked from receiving 
  Mojo points for the remainder of the current encounter .
  Mojo Points can NEVER be added to the following rolls: 
  saving throws, critical checks, fumble checks, corruption 
  checks, damage rolls, or deity disapproval checks . 
  The following events add points to the Mojo pool:
  • While in combat, any natural 20 on an attack roll, spell 
  check, ability check, or skill check earns that character 
  +1 Mojo .
  • Successfully completing a room, either by defeating all 
  the opponents or successfully achieving the rooms ob-
  jectives, earns everyone on the team +1 Mojo . 
  • Each Xcrawl Classics character class has special circum-
  stances that earn them Mojo points . See the individual 
  character class descriptions for details . 
  The judge can use Mojo as a reward for generalized cool-
  ness: great tactics, wonderful game moments, or fantastic 
  role play . The judge can also dangle Mojo points as temp-
  tation to try wild stunts that could lead to amazing game 
  moments, or horrifying failures (“Tell you what, Evie, if you 
  do swing from the trapeze over the giant and successfully 
  drop-kick the sorcerer, I’ll give you three Mojo points!”) . 
  As a judge you can be extremely generous with Mojo points 
  because . . . 
  During combat, any roll of a 1 on an attack roll, spell check 
  (including Holy Acts), skill checks, or ability checks drops 
  EVERYONE’S Mojo points to zero . 
  
  XCC BETA RULES
  Page 15
  WeApons
  Weapon
  Damage
  Range
  Cost in GP
  Special
  Battleaxe 
  1d10
  --
  20
  Two-handed
  Club
  1d4
  --
  3
  Combat Soaker
   special
  15/30/45
  60
  Two-handed
  Crossbow
  1d6
  80/160/240
  60
  Two-handed, Reload
  Crossbow, Hand
  1d4
  20/40/60
  250
  Reload
  Crossbow, Repeating
  1d6
  80/160/240
  600
  Two-handed 
  Dagger
  1d4/1d10
  10/20/30
  10
  Backstab, Hurl
  Flail
  1d6
  --
  25
  Javelin
  1d6
  30/60/90
  10
  Hurl
  Handaxe
  1d6
  10/20/30
  5
  Hurl
  Lance
  1d12
  --
  40
  Mounted
  Longbow
  1d6
  70/140/210
  150
  Two-handed
  Longsword
  1d8
  --
  50
  Mace
  1d6
  --
  35
  Nunchaku 
  1d5
  --
  20
  Polearm
  1d10
  --
  35
  Two-handed 
  Pick, Military
  1d10
  --
  40
  Two-handed
  Quarterstaff
  1d4
  --
  5
  Rapier
  1d5
  -
  125
  Agility
  Scimitar
  1d6
  --
  80
  Shield
  1d3
  -
  30
  Sling 
  1d4
  40/80/120
  10
  Short bow
  1d6
  50/100/150
  55
  Two-Handed
  Short sword
  1d6
  --
  35
  Spear
  1d8
  -
  10
  Two-handed
  Stiletto 
  1d3
  10/15/20
  10
  Concealable  
  Scythe
  1d10
  --
  50
  Two-Handed
  Trident
  1d8
  --
  60
  Two-Handed
  Two-Handed Sword
  1d10
  --
  80
  Two-handed
  Whip
  1d4
  --
  25
  Agility, Stretch
  Wrist Rocket
  1d4
  40/80/120
  20
  Two-handed
  Agility: The wielder of this weapon 
  uses their Agility modifier to hit and 
  damage instead of their Strength 
  modifier . 
  Backstab: A specialist’s does the 
  higher damage indicated with a suc-
  cessful backstab .
  Concealable: Easier to conceal than 
  most hand-to-hand weapons . It can 
  be hidden in a pocket . 
  Hurl: Strength modifier for damage 
  applies with this weapon at close 
  range only . 
  Mounted: This weapon inflicts dou-
  ble damage on a mounted charge . 
  Reload: It takes a movement action 
  to reload this weapon . 
  Stretch: This weapon can strike tar-
  gets up to 10’ away . 
  Two-handed weapon: Characters 
  using two-handed weapons use a 
  d16 on initiative checks and may not 
  wield a second weapon or a shield 
  while using it . 
  Ammunition
  Ammunition
  Cost in GP
  Arrow, Linemaster
  5
  Arrow, Silver
  15
  Arrow, Skyfire
  50
  Arrow, Stunner
  2
  Arrows, 24
  20
  Crossbow Bolts, 24
  20
  Hand Crossbow Bolt
  2
  Sling Bullets, 24
  10
  
  Page 16
  XCC BETA RULES
  Armor
  Armor
  AC Bonus
  Check Penalty
  Speed
  Fumbie Die
  Cost in GP
  Unarmored
  +0
  --
  3
  -
  Sexy Leather
  +1
  15/30/45
  60
  Two-handed
  200
  Armored Jacket
  +1
  80/160/240
  60
  Two-handed, Reload
  40
  Leather
  +2
  20/40/60
  250
  Reload
  60
  Halfling Leather
  +2
  80/160/240
  600
  Two-handed 
  200/600
  Micromesh Clothing
  +2
  10/20/30
  10
  Backstab, Hurl
  200
  Composite Sport, Light
  +3
  --
  25
  30
  Hide
  +3
  30/60/90
  10
  Hurl
  20
  Micromesh
  +3
  10/20/30
  5
  Hurl
  850
  Sexy Chainmail
  +3
  --
  40
  Mounted
  1000
  MiniLynx, Light
  +4
  70/140/210
  150
  Two-handed
  750
  Chainmail Shirt
  +4
  --
  50
  100
  Composite Sports, Heavy
  +5
  --
  35
  300
  Chainmail
  +5
  --
  20
  250
  Titanium Chainmail
  +5
  --
  35
  Two-handed 
  750
  Breastplate
  +5
  --
  40
  Two-handed
  400
  Titanium Breastplate
  +5
  --
  5
  1200
  Sexy Half Plate
  +5
  -
  125
  Agility
  800
  Elfmake Chainmail
  +5
  --
  80
  Special
   Banded Mail
  +6
  -
  30
  300
   MiniLynx
  +6
  40/80/120
  10
  1300
  Half Plate
  +7
  50/100/150
  55
  Two-Handed
  600
  Dwarvish Plate
  +7
  --
  35
  5,000
  Plate Mail
  +8
  -
  10
  Two-handed
  2225
  Titanium Plate Mail
  +8
  10/15/20
  10
  Concealable  
  7,000
   Shield
  +1
  --
  50
  Two-Handed
  30
  Mojo points can normally only be used in The Games . How-
  ever, the judge may allow use of Mojo points outside of 
  Xcrawl—for example, if the team’s brawler gets into a bar 
  fight with the heavy weight boxing champion of the world 
  and the rest of the bar’s patrons start to cheer and make 
  wagers, the judge may rule that the brawler’s team mates 
  (assuming they are at the bar with them) can spend Mojo 
  points on their actions . This works both ways: if the brawler 
  rolls a natural 1 to smash their beer mug over that palooka’s 
  head, the entire team’s Mojo drops to zero . 
  Luck vs Mojo: Luck and Mojo can be added to the same 
  roll . Mojo must be added before the die roll; Luck can be 
  added either before or after the die roll, but never both . For 
  most characters, spending Luck is permanent loss, but Mojo 
  regenerates during the adventure . 
  
  XCC BETA RULES
  Page 17
  COMBAT
  TECHNIQUES OF  
  WRESTLING PROWESS 
  P
  erforming a technique: Techniques of Wrestling 
  Prowess are much like Mighty Deeds of Arms and 
  follow similar rules .
  • The athlete must declare their technique before the attack 
  roll . If they roll the dice before declaring what technique 
  they attempt, then no technique takes place, even if they roll 
  well on their training die .
  • The technique must be within the reasonable ability of 
  the athlete to perform, given the circumstances and the tar-
  get’s anatomy . Xcrawl gives athletes the opportunity to face 
  all manner of opponents, not all of which have the kind of 
  physical form that is subject to every wrestling technique . 
  June Jitsu can roll on the mat with her trainer ten thousand 
  hours, but she still can’t arm bar the dire cobra . The judge de-
  cides what techniques can work in any given circumstance . 
  • The technique succeeds at the most basic level if the grap-
  ple is successful and the training die is a 3 or higher . The 
  attack inflicts normal damage and the technique takes place . 
  The higher the training die, the greater the technique . The 
  judge may still allow the enemy a saving throw or require an 
  opposed check of some kind, depending on circumstances .
  • Note that a technique does not interfere with a crit and may 
  enhance a grapple crit if the player makes a good technique 
  roll and a grapple crit . If the technique and the result of a 
  grapple crit are very different, the judge and player should 
  work together to decide if one or the other takes place, or if 
  they wind up with some kind of never-before-seen hybrid 
  technique that will go down in the books with that charac-
  ter’s name on it .
  ARM BAR
  Xcrawlpedia defines the arm bar as “a single or double joint 
  lock that hyperextends, hyperflexes, or hyperrotates the el-
  bow joint or shoulder joint .” That hobgoblin who got caught 
  slipping better describes the experience as “Ahhh let me go! 
  Uncle! UNCLE!” A properly executed arm bar can effective-
  ly end a combat for its unlucky recipient .
  CHOKING
  In a world with magical broadswords and arcane fire spells, 
  the humble choke-out gets nowhere near the respect it de-
  serves . Cutting an opponent’s wind off puts paid to all sorts 
  of problematic situations . Note that spellcasters cannot nor-
  mally cast their spells while being choked . 
  Athlete 
  Die
  Arm Bar Result
  3
  The target’s arm is trapped in the athlete’s 
  clutch, although both opponents remain on 
  their feet . The target must make a grapple 
  check at -1 penalty if they wish to free their 
  arm . The target is at -1d for attack rolls with 
  their free limbs, and spellcasting is normally 
  not possible . 
  4
  The target falls prone and has their arm 
  cranked . The target makes grapple attempts 
  to break free at -1d . If the target gets free, any 
  attack they make with the injured arm is at -1d, 
  and shield use with that arm grants no AC mod 
  until the arm is healed .  
  5
  The target is prone and pinned and the athlete 
  has their arm bent at a dangerous angle . The 
  target makes grapple attempts to break free at 
  -1d . On the next round, the athlete can make 
  a grapple check . If successful, the target must 
  make a Fortitude save (DC = 10 + athlete level 
  + training die result), or the arm is dislocated . 
  The athlete can attempt to force the target to 
  surrender—they must succeed in a morale 
  check at -2, or tap out . See Morale and Surren-
  der, p . XX .
  6
  The target gets a Fortitude save (DC = 10 + ath-
  lete level + training die result) . Failure means 
  the limb is dislocated and useless until healed . 
  7+
  The athlete traps the arm, takes their pinned 
  opponent prone, and efficiently dislocates 
  the limb . The opponent’s limb is useless until 
  healed . 
  
  Page 18
  XCC BETA RULES
  FAME
  In the world of Xcrawl, the dungeon is only part of the point . 
  Sure, you want to slay the monster and go home with the 
  treasure, but what’s really at stake? Fame . Play your cards 
  right and you could be a celebrity athlete that crosses over 
  into movies, television, and your own line of designer hand-
  bags . But first, you have to survive long enough to get fa-
  mous . 
  Fame measures a character’s popularity, their media status 
  and the value of their public persona . In short, Fame mea-
  sures how ‘Hot’ a property your character is .
  Earning Fame Points: The following accomplishments all 
  carry a standard award:
  Standard Fame Point awards:
  • +1 Fame point for successfully completing an Xcrawl 
  dungeon level . 
  • +1 Fame point for successfully Grandstanding during 
  combat, earnable up to one time per dungeon encoun-
  ter . 
  • +1 Fame point for successfully Grandstanding in the 
  round immediately following combat, earnable up to 
  one time per dungeon room . 
  • +1 Fame point for winning a multi-level Xcrawl dungeon . 
  See Grandstanding, p . XX, for the full system rules . 
  Standard Fame Point Penalties 
  • -1 Fame Point for “losing” a dungeon
  • -2 Fame points for being disqualified from a dungeon . 
  • -2 Fame points for fighting with teammates in front of an 
  audience or on camera .
  Losing a dungeon means either not completing it or having 
  to escape through a NoGo door . In some Xcrawl events it 
  could also mean not earning enough points to beat a rival 
  team going through the same event for the top spot . 
  Disqualification can happen for many reasons . See The Im-
  perial Rules of Xcrawl, p . XX for more details . 
  Optional Fame Awards: The judge may consider giving 
  Fame awards or penalties for actions outside the Xcrawl are-
  na, provided there is sufficient media coverage . For exam-
  ple, defeating a hoard of zombies that charge into a Peoria 
  steak house might be worth 1 point of Fame for each partici-
  pant if the battle gets caught on camera (if the entire event 
  turns out to be a staged publicity stunt and gets discovered, 
  then that’s a 2 point Fame penalty plus a strongly-worded 
  letter from the Necromancer’s guild) . 
  The basic rule for awarding Fame points: if nobody sees it, 
  it’s not worth any points . Naturally, as live televised events, 
  Xcrawl is seen by nearly everyone . 
  USING FAME
  A character’s Fame score has many uses
  1 . Instant Recognition 
  Your Fame score is your percentage chance of being instant-
  ly recognized in your country of origin (normally the NAE) . 
  When you encounter people outside the Crawl the judge 
  rolls this check, trying to roll your Fame score or lower on 
  percentage dice .  The check gets the following results: 
  Athlete 
  Die
  Choke Result
  3
  The target is grappled, and their breathing and 
  speech are impaired . 
  4
  Carotid artery choke! Every consecutive round 
  the athlete can maintain the hold the target 
  must make a DC 12 Fortitude save (DC  in-
  creases by 1 per round the hold is maintained) 
  or pass out for 2d3 rounds .  
  5
  Full choke: The target is suffocating and takes 
  subdual damage equal to the athlete’s full 
  grapple damage every round until they escape . 
  6
  Deadly choke: The target is suffocating and 
  takes damage equal to the athlete’s full grapple 
  damage every round until they escape .
  7+
  Endgame: The target immediately greys out 
  and is helpless; the athlete can choose to let 
  them go, leaving the target stunned for the 
  athlete’s level in rounds, or can continue the 
  choke . 
  
  XCC BETA RULES
  Page 19
  •If the check is successful, then you are recognized . The 
  individual knows your face and the fact that you are an 
  Xcrawler (“Juno bless me, you are that sword lady from 
  the TV!”) . 
  •If the check is successful by 10 points or more the in-
  dividual also knows your name and class (“Oh hey, I 
  know you . Shadowthumb, that Specialist . You did that 
  dungeon I watched last year .”) 
  •If your check is successful by 30 points or more the in-
  dividual also knows your career highlights, teams you 
  have played for, major victories, gossip about your char-
  acter, etc . This does not necessarily mean that they are a 
  fan . (“Yeah, I remember you, Bru-Tal, from the Magnum 
  Enforcers . Yeah, I liked you better before you shaved 
  your moustache .”)
  If you are recognized by an individual, then you may re-
  ceive your Fame modifier on Personality related skill checks 
  against that individual (see below) . 
  The judge should use common sense to tell when there is no 
  need for a roll as you will obviously be recognized (walking 
  into the office of your fan club) or not recognized (meeting 
  the High Priestess of Lava in her underground temple that 
  gets zero television reception) .
  2. Fame Modifier
  fAme modifier
  Fame
  Modifier
  0-20
  No Modifier
  20-40
  +1
  41-60
  +2
  61-80
  +1d
  81+
  +2d
  Use character’s fame to figure their Fame modifier . A char-
  acter’s Fame score gives them a bonus on the following skill 
  checks in the following circumstances:  
  • You can always add your Fame modifier to all Grand-
  standing checks in professional Xcrawl . 
  • You can sometimes add your Fame modifier to Person-
  ality based skill checks outside of The Games . 
  • Information seekers gain your Fame modifier to THEIR 
  checks to learn information about you . 
  Fame tends to sway people in your favor . You add your 
  Fame modifier to Personality based checks to people who 
  realize and are impressed by the fact that you are famous . 
  Whether or not your Personality check is modified depends 
  on who your target is . 
  The judge must determine whether or not your Fame modi-
  fier is applicable to any given roll . This can be a tricky deter-
  mination that can involve social status, fan status, appropri-
  ateness of the situation and other factors . Use the reference 
  below to help make this determination:
  • You normally DO get your Fame modifier score to 
  Personality-based skill checks dealing with: Xcrawl 
  fans, most commoners, low-ranking nobility, wait staff, 
  doormen, bartenders, taxi drivers and hotel managers—
  provided they recognize you (see Instant Recognition, 
  above) . 
  • You normally DO NOT get your Fame modifier score 
  to Personality-based skill checks dealing with: high-
  ranking nobility, most crawlers, elves, gnomes, Xcrawl 
  personnel, policemen . 
  • You NEVER get your Fame modifier score to Personal-
  ity-based skill checks against: people who don’t recog-
  nize you, Xcrawl haters, celebrities and crawlers with 
  a higher Fame score than you, foreigners from a place 
  where you are not famous, dwarves, half-orcs, the Alfar, 
  adventurers who have survived a real world dungeon . 
  FAMEBURN
  In addition to the other benefits of Fame, players may choose 
  to burn points of Fame to affect the outcome of some events .
  fAmeburn
  To be instantly recognized in a public 
  place 
  1 point
  To instantly grab a taxi in a major city
  1 point
  To receive a complimentary meal from a 
  restaurant
  1 point
  To receive a free upgrade to first class
  1 point
  To receive a 1K loan for casino credit
  2 points
  To receive a free stay in a standard hotel
  2 points
  To receive a complimentary meal from a 
  fancy restaurant
  3 points
  To receive an invitation to an aristocratic 
  function
  3 points
  To have police look the other way for a 
  minor infraction
  5 points
  To ensure the team gets invited to a spe-
  cific crawl
  5 points
  To secure a 10K loan for casino credit
  5 points
  To have a performance singled out by 
  journalists
  5 points
  To ensure a story in the media has a posi-
  tive spin
  5 points
  To receive a complimentary stay in a five-
  star hotel room
  5 points
  To have police look the other way for a 
  major infraction
  10 points
  To gain an automatic sponsorship
  10 points
  To automatically be nominated for a mi-
  nor guild award
  10 points
  To automatically be nominated for a major 
  guild award
  20 points
  
  Page 20
  XCC BETA RULES
  Notes on Fameburn:
  Celebrity Xcrawlers seeking other kinds of preferential 
  treatment not listed here may do so at the judge’s discretion . 
  Using the above chart as a guide, the judge assigns the ap-
  propriate Fame cost . 
  Generally, use of Fameburn constitutes a “gimme”—as long 
  as combat isn’t affected, the players should receive what 
  they want with no roll necessary . For difficult or extreme sit-
  uations (angry waiters, prejudiced ref’s, hostile cops), those 
  opposed to helping the budding Xcrawl celebrity get their 
  way can make a Willpower save (DC = 10 + Fame points 
  spent + crawler Fame modifier before they spent those 
  points) . A successful saving throw means the crawler has 
  spent the points and still not received the perk they wanted .
  Instantly grabbing a taxi assumes the celebrity is out on the 
  street in a city that has cabs—this obviously cannot be pur-
  chased if the character is sitting in a hotel hot tub or hiding 
  in a dungeon break room . 
  Casino loans must eventually be paid back—even celebrities 
  can have their legs broken . 
  Cops “looking the other way” generally means letting the 
  celebrity go without charges being filed or a report being 
  made . A minor infraction can include all manner of mis-
  demeanor violations, such as public drunkenness, limited 
  domestic spats, speeding tickets, or criminal trespass with 
  no specific intent . Major infractions can include DUI, minor 
  assault, weapon’s charges, and inappropriate use of magic . 
  Felonies, such as assault, murder, kidnapping, or treason 
  can NEVER be whisked away by spending fame . 
  Automatic sponsorships should be rolled for randomly (see 
  Random Sponsorship Chart, p . XX), unless the crawler has a 
  specific target sponsor in mind when they spend the points, 
  in which case this must be worked out between player and 
  judge, who might ask for the expenditure of a few addition-
  al Fame points if it seems appropriate . 
  Guild awards are a VERY big deal in the world of Xcrawl . 
  Being named Blaster of the Year or Most Dedicated Special-
  ist adds not only prestige to the character’s brand, but it will 
  certainly create opportunities for them to advance, profes-
  sionally and socially . 
  
  XCC BETA RULES
  Page 21
  SPELLS
  BLASTER SPELLS
  arcane asPect
  Level: 1 
  Range: Self 
  Duration: 1 turn or longer  
  Casting time: 1 Action 
  Save: See below .
  General 
  The caster creates a mystical effect around their person, marking them as a being that can command pow-
  erful forces . At higher spell results, the arcane aspect can protect the caster as well as add to their combat 
  effectiveness . 
   
  Multiple castings of this spell do not “stack”—higher results subsume or cancel lower results .  
   
  This spell can normally be canceled by the caster with a thought . 
   
  On a successful spell check, the caster may choose to invoke any effect of equal to or less than their spell 
  check, allowing a range of options with every successful casting to produce a weaker, but possibly more 
  appropriate, result .
  Manifestation 
  Roll 1d4: (1) A snatch of the caster’s theme music plays as the effects emerge; (2) The caster spins around 
  like a television superhero; (3) a blast of arcane smoke engulfs the caster for an instant, when it clears the 
  caster has transformed; (4) The caster takes a step through a shimmer in the air—as their body passes 
  through they are transformed .
  Corruption 
  Roll 1d4: (1) Something about the caster is just strange and off-putting—they gain a permanent -1 on grand-
  standing and other Personality based skill checks (not spell checks); (2) The caster no longer casts a reflec-
  tion in mirrors, possibly arousing the suspicions of the superstitious; (3) The caster’s appearance perma-
  nently changes, as if the actor playing them in their life was replaced mid-season . Choose a new random 
  actor to portray the character; (4) The caster loses the ability to cast their highest level of spells if they do 
  not have an arcane aspect effect ongoing . 
  Misfire 
  Roll 1d4: (1) The caster and all of their equipment turns beige from head to foot for 1 minute; (2) The caster 
  flees in terror for 1d6 rounds; (3) A random enemy gains a powerful magical aura, gaining +2 to attacks, 
  damage, AC, and Will saves for the remainder of the combat; (4) The casters hands catch up with green 
  flames, doing 1d3 points of damage until the caster takes a full round action to put them out . 
  1 
  Loss, Failure, and (1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The caster develops one cool arcane feature for 1 minute . For example they could have glowing eyes, their hair 
  could blow about in a wind that only affects themselves, instantly grow a wizard’s beard, their outfit could change 
  to a blue robe with embroidered stars and a pointy hat, etc . These changes are cosmetic only and have no direct ef-
  fect on combat or spellcasting—the caster can’t have their hand catch on fire, so they do more damage with a punch, 
  for example . 
  14-17 
  The caster develops a fearsome arcane aspect for 1 minute . 
   
  Their entire body could be wreathed in blue light, ghosts or fairies could dance about their person, their body could 
  appear to be a cascade of numbers, etc . These changes are cosmetic only and have no effect on combat or spellcast-
  ing—the caster can’t grow fighting blades for more combat effectiveness, for example .
  18-19 
  The caster develops a fearsome arcane aspect that lasts for CL minutes . 
   
  Their entire body could radiate rainbow energy, translucent demons could caper about their person, their body 
  might appear to be constantly wreathed in an icy mist, etc .
   
  The caster gains a +2 AC from this effect, but other than that the changes have no effect on combat or spellcasting—
  the caster can’t grow fighting blades for more combat effectiveness, for example . 
  20-23 
  The caster’s arcane aspect is a shocking display of power lasting for CL minutes . 
  
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  Arcs of lightning could appear over their head, their words float over their heads in comic book speech bubbles, 
  they transform into a were-creature or other magical humanoid, etc . The display can extend up to 5’ away from the 
  caster—e .g ., they could appear to be standing in their own personal thunderstorm that never musses their hair . 
   
  The caster gains a +3 AC, and one of the following traits, chosen when this result occurs: 
   
        • +2 attack rolls
   
        • +2 damage rolls (including spell damage)
   
        • +2 Reflex saves 
   
  In addition, the caster is at +1d on all Personality checks for intimidation . 
  24-27 
  The caster’s arcane aspect is a bewildering display of power, lasting for 1 turn .
   
  The caster could appear to be entirely made of candy or spiders, riding a wave, transformed into a painting, etc . 
   
  The display can extend up to 10’ away from the caster – for example, infernal back-up singers could appear in the 
  background, lauding the caster’s every action .  
   
  The caster gains +4 AC and one of the following traits:
   
       • A bonus to all Reflex saves equal to CL+2
   
       • A natural melee attack doing 1d4+ CL damage . 
   
       • A bonus on either non-spell melee or ranged damage equal to CL+2
   
  In addition, the caster is at +1d on all attempts to intimidate foes . 
  28-29 
  The caster’s arcane aspect is an awe-inspiring display of power, lasting for CL turns .
   
  The caster could appear to be entirely made of moonlight or ice, coasting along on a talking skateboard, transform 
  into a demigod in a toga, etc . 
   
  The display can extend up to 10’ away from the caster—e .g ., menacing spider-legs could appear to have sprung 
  from the caster’s back . 
   
  The caster gains a +5 AC and chooses one of the following effects:
   
       • A bonus to all Reflex saves equal to CL+4
   
        • A natural melee attack doing CL+ 1d6 damage . 
   
        • A bonus on either non-spell melee or ranged damage equal to CL+4
   
  In addition, the caster is at +2d on all attempts to intimidate foes . 
  30+ 
  The caster’s arcane aspect is a terrifying display of power .
   
  The caster could appear to as be made of dragonfire or colored smoke, be a huge snake from the waist down, trans-
  form into a movie hero, etc . 
   
  The display can extend up to 10’ away from the caster—e .g ., the caster could appear to be hovering over a moving 
  patch of molten lava .  
   
  At this level, the arcane aspect has benefits beyond the cosmetic . For CL turns, the caster gains a +8 AC, a +4 bonus to 
  all saves, a natural melee attack doing CL +1d6 damage, and a bonus on either non-spell melee or ranged damage 
  equal to CL+4
   
  The caster also chooses one of the following effects: 
   
       •  Once per round one of the caster’s melee weapons can fly about and attack independently of the caster, striking 
  an opponent up to 10’ away with an attack roll of the caster’s level + base attack+ their blaster die .  
   
       •  The caster radiates an aura of terror in 15’ . Opponents with HD less than the CL must save vs . spell check or 
  flee in terror for 1d6 rounds . 
   
  In addition, the caster is at +2d on all Personality checks to intimidate foes .
  
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  Dungeon Drone
  Level: 1 
  Range: Varies 
           Duration: Varies  
  Casting time: 1 Action 
  Save: None
  General 
  This spell creates a dungeon drone, a tiny magical extension of the caster’s perception and will, that can fly 
  ahead and scope out the landscape . The caster can see things through the drone, as if they were standing 
  wherever the drone is . It takes a move action to control the movement of the drone, although it can hover in 
  place without costing the caster an action . If the caster moves out of the drone’s range, the drone is “pulled 
  along” with them at the end of its maximum range .
   
  If the caster is somehow blinded, they can continue to see through the dungeon drone . However, the drone 
  can be thwarted by darkness, obscuring spells such as baffling haze, and similar effects (see below for ex-
  ceptions) . The caster is not affected by gaze attacks, such as the petrifying gaze of a basilisk, through the 
  dungeon drone . 
   
  The drone is small enough to fit through a hole the size of a baseball, about 3” in diameter . The drone is 
  vulnerable to attack, although at higher levels it is invisible if the caster so chooses . The drone is small and 
  nimble, making it extremely difficult to hit—it has an AC equal to the spell check and the same hit points 
  as the caster . If the drone is destroyed the spell ends prematurely and the caster takes 1d6 points of damage 
  from magical feedback . 
   
  At higher levels the caster can cast certain spells through the dungeon drone . In this case the spell’s range 
  is considered to begin at the drone’s position . 
  Manifestation 
  Roll 1d4: (1) The drone looks like a floating eye; (2) The drone looks like a glowing golden orb with tiny 
  wings; (3) The drone looks like a tiny caricature of the caster’s head; (4) The drone looks like a bejeweled 
  dragonfly 
  Corruption 
  Roll 1d6: (1) The caster loses 1 hit point and gains a black eye, both permanent; (2) The caster’s vision be-
  comes black and white; (3) One of the caster’s eyes becomes a huge ruby; This doesn’t affect their sight but 
  might attract treasure hunters; (4) The caster peers into their own soul and sees themselves with all their 
  imperfections and faults highlighted . After the current adventure they must take 1d3 months off for some 
  introspection; (5) One of the caster’s eyes becomes a cluster of eyestalks; (6) The caster becomes a peep hole 
  through which a demon can spy on our world . Among other effects, the caster has an infernal taint to their 
  aura that might attract the attention of holy men and demon hunters . 
  Misfire 
  Roll 1d4: (1) One of the caster’s eyes explodes, doing 1d6 points of damage and rendering them blind in 
  that eye . The eye can be fixed with 3 HD of healing; (2) The drone appears on one level of Pandemonium, 
  showing the caster unimaginable visions of horror and despair . The caster must make a DC 13 Willpower 
  save or loose 1d6 rounds to recoiling in awed terror; (3) The caster goes blind for 1d6 rounds; (4) The drone 
  appears as a tiny WWI bi-plane, and it flies around the caster, peppering them with machine gun fire until 
  destroyed, or it runs out of fuel in an hour . 
   
  Biplane Drone: Init same as caster; tiny machine gun +3 missile fire (1 pt); Crit die/ Table 1d6/ I; Fumble 
  d6, AC 13; HD 1d4+1; MV Fly 30’; Act 1d20; SP none; SV Fort +0, Ref +3, Will+0; AL N .
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The dungeon drone is visible and lasts for 1d6 rounds . The drone floats with a movement rate of 30’, and must stay 
  within 30’ of the caster . The caster can see through the drone by focusing on it .  
  14-17 
  The dungeon drone is visible and lasts for CL +1d6 rounds . The drone floats with a movement rate of 30’, and must 
  stay within 60’ of the caster . The caster can see through the drone by focusing on it .
  18-19 
  The dungeon drone is visible and lasts for lasts for CL +2d6 rounds . The drone floats with a movement rate of 60’ and 
  must stay within 120’ of the caster . The caster can see and hear through the drone by focusing on it .
  20-23 
  The dungeon drone is lasts for CL minutes . While the drone begins visible, the caster can turn it invisible by spend-
  ing a move action in concentration . The drone floats with a movement rate of 90’ and must stay within 180’ of the 
  caster . The caster can see and hear through the drone by focusing on it . In addition, the drone can create two tiny 
  lights like headlights so that the caster can see up to 30’ in the dark, although the position of the lights give away 
  
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  the dungeon drone’s location . 
  24-27 
  The dungeon drone lasts for 1 turn, and the caster can make it invisible or visible at will . The drone floats with a 
  movement rate of 90’ and must stay within 180’ of the caster . The caster can see and hear through the drone by 
  focusing on it . In addition, the drone can create two tiny lights like headlights so that the caster can see up to 30’ in 
  the dark, although the position of the lights give away the dungeon drone’s location .
  28-29 
  The dungeon drone lasts for CL turns, and the caster can make it invisible or visible at will . The drone floats with 
  a movement rate of 90’ and must stay within 180’ of the caster . The caster can see and hear through the drone by 
  focusing on it . In addition, the drone has 60’ infravision .
  30-31 
  The dungeon drone lasts for CL +1d6 turns, and the caster can make it invisible or visible at will . The drone floats 
  with a movement rate of 90’ and must stay within 180’ of the caster . The caster can see and hear through the drone 
  by focusing on it . The drone has 60’ infravision and allows the caster to automatically spot and target invisible 
  creatures . 
   
  In addition, the caster can cast a 1st level spell through the drone, although doing so renders the drone visible for 
  the remainder of the spell’s duration . When casting a spell through the dungeon drone, a failed spell check means the 
  drone is destroyed, ending the spell prematurely and causing 1d6 feedback damage to the caster (along with any 
  other consequences of the failed spell check) . 
   
  The caster can cast a total number of spells through the drone equal to their Personality modifier (minimum 1) .
  32+ 
  The dungeon drone lasts for CL +2d6 turns, and the caster can make it invisible or visible at will . The drone floats 
  with a movement rate of 90’ and must stay within 180’ of the caster . The caster can see and hear through the drone 
  by focusing on it . The drone has 60’ infravision and allows the caster to spot and target invisible creatures . 
   
  In addition, the caster can cast a 1st or 2nd level spell through the drone, although doing so renders the drone vis-
  ible for the remainder of the spell’s duration . When casting a spell through the dungeon drone, a failed spell check 
  means the drone is destroyed, ending the spell prematurely and causing 1d6 feedback damage to the caster (along 
  with any other consequences of the failed spell check) . 
   
  The caster can cast a total number of spells through the drone equal to CL .
  elDritch escaPology
  Level: 1 
  Range: Personal, or see text      Duration: Instantaneous, or see below 
  Casting time: 1 Action 
  Save: None
  General 
  The caster can free themselves from bonds, grappling opponents, paralysis effects, or traps with but a 
  word, gesture, or thought . 
   
  On a successful spell check, the caster may choose to invoke any effect of equal to or less than their spell 
  check, allowing a range of options with every successful casting to produce a weaker, but potentially more 
  useful, result .
  Manifestation 
  This spell always manifests as the caster or their allies miraculously escaping whatever hold, bonds, or trap 
  they find themselves in . 
  Corruption 
  Roll 1d6: (1) A devil claims the caster’s soul, and must be somehow appeased, bargained with, destroyed, 
  or outwitted to save their shade from perdition . An unbreakable chain and unpickable lock appear about 
  the caster’s neck, a symbol of the devil’s claim; (2) Anything the caster locks—apartment door, car, etc .—
  automatically unlocks itself 1 minute later; (3) The caster develops severe claustrophobia, and panics if 
  forced to spend any time in a small, enclosed space, including elevators and small cars, and suffers -1d 
  on all checks until they can escape; (4) The caster’s eyebrows knit into a unibrow, that regenerates in one 
  round after being plucked or shaved; (5) A former friend, significant other, or family member (non-PC ally) 
  locks their heart to the caster, loathing and mistrusting them evermore . Every time this result is rolled it 
  effects a different relationship; (6) Keys disappear at the casters touch, hiding themselves somewhere devil-
  ishly clever in their immediate vicinity . The caster can never drive or unlock a door unassisted again .
  Misfire 
  Roll 1d4: (1) The caster is paralyzed for 1d3 rounds; (2) Each ally of the caster within 60’ must make a Will-
  power save versus a new spell check, failure means they are rooted for 1d3 rounds, able to act but not to 
  move; (3) One further randomly determined spell escapes from the caster’s mind and is lost until the next 
  
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  Page 25
  day; (4) One of the character’s fingers painfully ties itself in a knot, screwing up the flow of their magic . The 
  finger must be broken, reset, and healed—until then they are -1 on all spell checks that requires gestures . 
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  Failure, but spell is not lost . 
  14-17 
  With just a word, the caster is +1d at all attempts to escape a grapple for CL rounds .
  18-19 
  With just a word, the caster automatically escapes from any grapple . Further, the caster is +2d on any checks they 
  make to escape a grapple for CL rounds .
  20-23 
  With just a thought, the character escapes any confining trap or bonds that has caught them . This can include being 
  stuck in pits, held fast by adhesives, chained by handcuffs and similar restraining devices, pinned under rocks, or 
  similar . The caster is instantly freed and outside of the devices “danger zone .” 
  24-25 
  With just a thought, the character and up to CL allies escape any confining trap that has caught them . This can 
  include being stuck in pits or behind trap doors, held fast by adhesives, chained in manacles, being pinned under 
  rocks, or similar . The caster and affected allies are instantly free and outside of the devices “danger zone .”
  26-27 
  With just a thought, a paralyzed caster can instantly move again, and is immune to paralysis for a CL rounds . 
   
  In addition, at this level the caster can escape from the gullet any creature that has swallowed them with just a 
  thought, appearing in a safe location up to 30’ from the creature in a puff of smoke . 
  28-29 
  With just a thought, a paralyzed caster and any paralyzed allies within 60’ are freed from the paralysis effect, and 
  are immune to paralysis for CL rounds . 
   
  Alternately, the caster can free an ally who has been swallowed by a creature . The ally appears in a safe location up 
  to 30’ from the creature in a puff of smoke .
  30-31 
  With only a thought, the caster is instantly reverted from any transformed state back to their original self . This 
  works if the caster is turned to stone, polymorphed into a different creature, transformed into a “were”-creature, or 
  transformed to any other unnatural form . 
   
  Alternately, the caster can free up to CL allies who have been swallowed by a creature . The ally appears in a safe 
  location up to 30’ from the creature in a puff of smoke .
  32+ 
  With only a thought, the caster and any allies within 120’ are instantly reverted from any transformed state back 
  to their original selves . This works if the caster and their allies are turned to stone, polymorphed into a different 
  creature, transformed into a “were”-creatures, or transformed to any other unnatural form . This effect works even 
  if the caster and their allies are suffering different transformations, e .g ., the caster is turned to salt, and their allies 
  are turned to swine . 
  
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  howitt’s Flexible Form©
  Level: 1 
  Range: Self 
  Duration: 6 rounds/CL 
  Casting time: 1 Action 
  Save: None
  General 
  The caster gains the ability to stretch, shape, and mold their bodies . Howitt’s Flexible Form© effects the 
  caster’s clothing and worn items, making them flex along with them as long as it remains on the caster’s 
  person .  
   
  At higher levels this caster can use this spell to rearrange and repair damage to their body, but not damage 
  caused by spellburn . 
  Manifestation 
  Roll 1d4: (1) The caster’s garments turn all primary colors;; (2) The character’s nose twitches, then their 
  body ungulates into a stretched-out version of itself; (3) The character crackles their knuckles and neck 
  obscenely deeply, and then twists their body into a new shape; (4) The character blows up like a ball, then 
  stretches out in all directions . 
  Corruption 
  Roll 1d6: (1) The caster’s features are forever malleable . Being struck or even just poked or pinched in the 
  face changes their appearance as if they were made out of modeling clay, and they have to carefully reset 
  their appearance every day; (2) The caster’s torso elongates 6”, but their limbs, head, etc . stay the same size 
  and they don’t gain any weight, giving them a strange appearance; (3) One of the caster’s arms grows a foot 
  longer, while the other grows a foot shorter; (4) Bludgeoning damage makes caster vibrate for a full round 
  like a speed bag, giving them a -1d on attack rolls until the vibrations cease; (5) The casters hair ceases to 
  grow or change, and takes on a plastic look; (6) The caster shrinks 1-6” .
  Misfire 
  Roll 1d6: (1) The caster and their equipment turn into an amorphous blob, incapable of acting, for 1d3 
  rounds; (2) The caster’s body cracks like a whip, flinging all of their equipment 10-30’ away; (3) One of the 
  caster’s limbs turns limp like a wet noodle for 1d6 rounds . Roll a d4—(1) right arm ,(2) left arm, (3) right leg, 
  or (4) left leg .; (4) A painful ripple goes through the caster’s semi-transformed body, causing 2d6 damage 
  and leaving them at -10’ move and -1d on all Stamina checks for 1d6 rounds; (5) The caster’s spine bends 
  90 degrees to the left or right for 1 hour . There is no pain, but considerable inconvenience which could af-
  fect all kinds of actions; (6) The caster transforms into a caricatured cartoon version of themselves for 1d7 
  rounds . They can bounce around and communicate in a silly way, but can neither cast spells nor fight effec-
  tively . Any attack against the caster during this time puts them out of action for a full round, cartoon-style, 
  in addition to any other damage effect they get mashed like an accordion, their face gets knocked around 
  to the back of their head, etc .
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The caster becomes extremely flexible . They can easily wriggle out of standard bonds to escape from being tied up, 
  and pass through any space they can fit their head through . The caster receives +4 on any attempts to escape being 
  grappled . 
  14-17 
  The caster becomes hyper flexible . Their body can bend in previously impossible ways . They are effectively im-
  mune to being grappled or held by ropes and bonds and can pass through any space at least 5” in diameter . The 
  caster receives a +1 AC bonus . 
  18-19 
  The caster becomes fully malleable . Their body can bend, stretch, and compress in previously impossible ways . 
  They are effectively immune to being grappled or held by ropes and bonds, can slip through narrow cracks, and 
  pass through any opening at least ½” wide . Sticky bonds, such as spider’s webs, simply slide off their impossible to 
  grip form . The caster receives an AC bonus equal to CL . 
  20-23 
  The caster becomes fully malleable . Their body can bend, stretch, and compress in previously impossible ways . 
  They are effectively immune to being grappled or held by ropes and bonds, can slip through narrow cracks, and 
  pass through any opening at least ½” wide . Sticky bonds, such as spider’s webs, simply slide off their impossible to 
  grip form . The caster receives an AC bonus equal to CL +1 . 
   
  In addition, the caster can stretch their legs and arms up to 5’, allowing them to reach things 10’ further away than 
  normal . The caster magically retains their Strength and full hit points no matter how thin they stretch themselves . 
  24-27 
  The caster becomes impossibly malleable . Their body can bend, stretch, and compress in previously impossible 
  
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  Page 27
  ways . They are effectively immune to being grappled or held by ropes and bonds, can slip through narrow cracks, 
  and pass through any opening at least the size of a pinhole . Sticky bonds, such as spider’s webs, simply slide off 
  their impossible to grip form . The caster receives an AC bonus equal to CL +2 . 
   
  In addition, the caster can stretch their legs and arms up to 10’, allowing them to reach things 20’ further away than 
  normal . The caster magically retains their Strength and full hit points no matter how thin they stretch themselves . 
  28-29 
  The caster becomes impossibly malleable . Their body can bend, stretch, and compress in previously impossible 
  ways . They are effectively immune to being grappled or held by ropes and bonds, can slip through narrow cracks, 
  and pass through any opening at least the size of a pinhole . Sticky bonds, such as spider’s webs, simply slide off 
  their impossible to grip form . The caster receives an AC bonus equal to CL +3 . 
   
  In addition, the caster can stretch their legs and arms up to 20’, allowing them to reach things 40’ further away than 
  normal . The caster magically retains their Strength and full hit points no matter how thin they stretch themselves . 
  They can now reform their extremities into blunt or spiked weapons (morningstars, for example), giving them a 1d8 
  natural attack . 
   
  The character can now re-arrange their bodies to such an extent that they can heal themselves as a movement ac-
  tion . They can heal a maximum amount of hit points of damage equal to CL, and may spread that healing out over 
  the duration of the spell (e .g ., a 3rd level caster could heal two points in one round, and 1 more point before the 
  spell’s duration ends) . 
  30-31 
  The caster becomes impossibly malleable . Their body can bend, stretch, and compress in previously impossible 
  ways . They are effectively immune to being grappled or held by ropes and bonds, can slip through narrow cracks, 
  and pass through any opening at least the size of a pinhole . Sticky bonds, such as spider’s webs, simply slide off 
  their impossible to grip form . The caster receives an AC bonus equal to CL +5 . 
   
  In addition, the caster can stretch their legs and arms up to 40’, allowing them to reach things 80’ further away than 
  normal . The caster magically retains their Strength and full hit points no matter how thin they stretch themselves . 
  They can now reform their extremities as oversized blunt or spiked weapons (hammers, for example), giving them 
  a 1d10 natural attack . 
   
  The character can now re-arrange their bodies to such an extent that they can heal themselves as a movement ac-
  tion . They can heal a maximum amount of damage equal to their CL +1d6, and may spread that healing out over the 
  duration of the spell (e .g ., a caster could heal five points in one round, and the rest of their healing potential before 
  the spell’s duration ends) . 
  32+ 
  The caster becomes a superhero-level stretching entity . Their body can bend, stretch, and compress in previously 
  impossible ways . They are effectively immune to being grappled or held by ropes and bonds, can slip through nar-
  row cracks, and pass through any opening at least the size of a pinhole . Sticky bonds, such as spider’s webs, simply 
  slide off their impossible to grip form . The caster receives an AC bonus equal to CL +8 . 
   
  In addition, the caster can stretch their legs and arms up to 60’, allowing them to reach things 120’ further away 
  than normal . The caster magically retains their Strength and full hit points no matter how thin they stretch them-
  selves . They can now reform their extremities as comically oversized blunt or spiked weapons (wrecking balls, for 
  example), giving them a 1d12 natural attack . 
   
  The character can now re-arrange their bodies to such an extent that they can heal themselves as a movement ac-
  tion . They can heal a maximum amount of damage equal to their CL +3d6, and may spread that healing out over the 
  duration of the spell (i .e . a caster could heal five points in one round, and the rest of their healing potential before 
  the spell’s duration ends) . The caster can immediately repair broken bones and crushed organs, and is immune to 
  Strength, Agility, and Stamina damage for the spell’s duration (this has no effect on spell burn) . 
  
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  sPellweaver blast
  Level: 1 
  Range: 30’ or more       Duration: Instantaneous 
  Casting time: 1 Action 
  Save: None or vs spell check, 
  see text
  General 
  The blaster weaves magic in the air into a coherent blast directed at their foes . The blast of destructive en-
  ergy automatically hits and allows no saving throw . The damage is always a die (or dice) designated by the 
  table plus the result of the blaster die . 
   
  Spellweaver blast gains special effects on higher rolls . Some of these effects do require saving throws—in this 
  case target must make a Willpower save versus the spell check to resist the special effect . 
   
  Special effects that are based on the caster’s blaster die use the same die roll that the caster scored when he 
  rolled their spell check . 
   
  In some cases, the caster has to choose from multiple effects—in this case they must choose different effects 
  (i .e . the caster can’t choose +1d6 damage twice) .  Given the choice of two, the caster can choose two types 
  of damage (e .g ., fire and cold) . In this case the damage is considered to be both types of damage at once . 
   
  The altered effects are listed below:
   
       • Medium Range: The blast has a range of 60’
   
       • Long Range: The blast has a range of 120’
   
       • Fire: The blast does fire damage .
   
       • Cold: The blast does cold damage . 
   
       • Stun: Targets must save or be stunned for 1 round . 
   
       • 15’/ 30’/ 45’ radius: The blast explodes in the listed radius, effecting all targets in the area .
   
       •  Glitter: Targets are coated in luminescent glitter for a number of rounds equal to the caster’s Spell 
  Weaver die check, rendering invisible targets visible and reducing all attempts at sneaking or hiding 
  by -2d . No saving throw . 
   
       • Sonic: The blast does sonic damage . 
   
       • Acid: The blast does acid damage .
   
       •  Divine wrath: The blast does divine/ holy energy damage . The divine energy is of the same alignment 
  as the caster, and might have additional effects against demons, un-dead, or other creatures . 
   
       •  Wall: The blast forms a barrier, formed of a number of 5’ x 5’ panels equal to the caster’s blaster die 
  + their Personality bonus . Any creature passing through the wall takes damage as if the blast was di-
  rected at them, plus any other special effects (making saving throws as applicable) . The wall lasts for 
  CL + 1d6 rounds
   
       •  Enigma: The target must save or they lose the power of speech for a number of rounds equal to the 
  caster’s blaster die . 
  Manifestation 
  Spellweaver’s Choice . The spellweaver blast can look like anything the caster chooses, as long as it has no 
  physical combat effects—this is appearance only, although that appearance could enrage, intimidate, or 
  possibly misdirect . At 1st level the spell has a single manifestation chosen by the caster . At 3rd level the 
  blaster can make their spellweaver blast manifest in multiple appearances, all along the same theme, e .g ., all 
  flame or all insect-based . At 5th level the Spellweaver can have any appearance the caster wishes, and it can 
  be changed for every blast .
  Corruption 
  Roll 1d10: (1) Caster’s hair color changes to match the color/ look of their spellweaver blast; (2) Caster 
  grows an extra finger on one hand, possibly preventing them from using certain magic items; (3) Caster’s 
  eyes permanently glow—not enough to see by, but bright enough to be spotted in the dark; (4) Caster’s 
  skin gains a strange sheen, making them look as if made of plastic; (5) One of the caster’s eyes turns a 
  completely different color; (6) Purple smoke issues from the caster’s mouth whenever the caster speaks; (7) 
  Character’s skin breaks out in magical symbols, which occasionally re-arrange themselves; (8) Character’s 
  skin becomes scaly and tough, granting them +1 AC but greatly diminishing their sense of touch; (9) Char-
  acter’s physicality completely changes—re-roll their Strength, Agility, and Stamina; (10) Character’s grows 
  emaciated and is forever scrawny no matter how much they eat, loosing 1 point of Stamina permanently . 
  
  XCC BETA RULES
  Page 29
  Misfire 
  Roll 1d6: (1) Blast reverb randomly destroys one non-magical item carried or worn by the caster’s nearest 
  ally (determine item randomly); (2) Caster blasts self for 1d3 dam/ CL; (3) Blaster catches on fire, taking 
  1d6 damage per round until they spend 1 round themselves out; (4) The miscast spell blows out the caster’s 
  fingertips, doing 1d6 points of damage and leaving them unable to lift or grasp with until the wound is 
  healed;(2 dice magical healing); (5) Roll spell check again—blast now targets randomly determined ally; 
  (6) Character blows themselves forward in time, disappears from the battle field for 1d3 rounds, re-rolling 
  initiative when they reappear .
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-8 
  Loss + Failure 
  9-11 
  Blaster die result + 1d3 
  12-13 
  Blaster die result + 1d4 + medium range 
  14-15 
  Blaster die result + 1d5 + medium range + CHOOSE: fire 
  16-17 
  Blaster die result + 1d6 + medium range + CHOOSE: fire or cold 
  18-19 
  Blaster die result + 1d7 + medium range + CHOOSE: fire, cold, or stun
  20-21 
  Blaster die result + 1d8 + medium range + CHOOSE: fire, cold, stun, or 15’ radius
  22-23 
  Blaster die result + 1d10 + long range + CHOOSE: fire, cold, stun, glitter, sonic, or 30’ radius
  24-25 
  Blaster die result + 2d6 + long range + CHOOSE 2: fire, cold, stun, glitter, sonic, acid, 30’ radius, wall or +1d6 dam-
  age
  26-27 
  Blaster die result + 3d6 + long range + CHOOSE 2: fire, cold, stun, glitter, sonic, acid, 30’ radius, wall, or +2d6 dam-
  age
  28 
  Blaster die result + 4d6 + long range + CHOOSE 2: fire, cold, stun, glitter, sonic, acid, divine wrath, 30’ radius, or 
  +2d6 damage
  29 
  Blaster die result + 5d6 + long range + CHOOSE 2: fire, cold, stun, glitter, sonic, acid, divine wrath, 30’ radius, or 
  +3d6 damage
  30 
  Blaster die result + 6d6 + long range + CHOOSE 2: fire, cold, stun, glitter, sonic, acid, divine wrath, 45’ radius, 
  enigma, or +3d6 damage
  31+ 
  Blaster die result + 6d6 + long range + CHOOSE 3: fire, cold, stun, glitter, sonic, acid, divine wrath, 45’ radius, 
  enigma, or +3d6 damage
  
  Page 30
  XCC BETA RULES
  war gear
  Level: 1 
  Range: Self 
  Duration: Varies, see below 
  Casting time: 1 Action 
  Save: None
  General 
  The caster summons enchanted armor to protect and aid them in combat . War gear never adds to encum-
  brance, reduces movement rate, or gives a spell check penalty . The gear can have whatever armor look the 
  caster likes . War gear never “stacks” with itself—higher result castings block or cancel lower result castings . 
  Manifestation 
  Roll 1d4: (1) An 80’s song plays while the caster puts their gear on, one piece at a time, in a time-lapse mon-
  tage; (2) A curtain appears around caster, then falls to reveal the caster in full gear; (3) the caster seems to 
  unzip themselves from head to toe, and their old appearance falls away to reveal them in their war gear; 
  (4) The caster points, and all enemies look to see what they are pointing at . But when their foes look back . . . 
  Bam! War gear! 
  Corruption 
  Roll 1d4: (1) The caster’s skin turns camo; (2) The caster develops a terrible allergy to all fabrics other than 
  summoned magical clothing, e .g ., clothes created by war gear or weave . The itching and irritation inflict 
  a -1 penalty on spell checks; (3) Mundane weapons the caster possesses disappear from their person as 
  soon as the caster’s attention is elsewhere; (4) Terrible Mars takes the caster’s possession of this spell as a 
  personal affront . Make a Luck check whenever war gear is cast—on a failed check Mars evens the odds by 
  giving a randomly-determined enemy a special weapon or attack, and sets the subject’s heart on destroying 
  the caster .
  Misfire 
  Roll 1d3: (1) Roll again with a minimum result of 13—the resulting war gear appears on one of the caster’s 
  opponents, specially tailored to fit their form; (2) 1d3 pieces of the caster’s equipment randomly disap-
  pears, only to be found much later after the caster has no more use for it; (3) An article of the caster’s clothes 
  begins to choke them out, causing 1 point of damage per round until the caster can remove the offending 
  article with a DC 13 Strength check or by some other means . 
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The caster conjures a basic protective suit, granting +1 AC for 1 minute .  
  14-17 
  The caster conjures a protective armored suit, granting a +3 AC for 1 minute .
  18-19 
  The caster conjures some very decent war gear, granting a +4 AC for CL minutes . In addition, the gear comes with 
  built-in climbing spikes, granting a +1 on any climb checks . 
  20-23 
  The caster conjures some very decent war gear, granting a +4 AC for 1 turn . In addition, the gear comes with built-in 
  climbing spikes, granting a +1 on any climb checks . The armor is also magically silenced and camouflaged against 
  whatever area the caster stands against, granting a +1d on all attempts to hide or sneak . 
  24-27 
  The caster conjures some top shelf war gear, granting a +4 AC for CL turns . The gear grants +1d on all attempts to 
  hide, sneak, or climb, magically adapting itself to assist in either task . 
   
  In addition, the war gear is covered in pouches, and the caster can attempt to retrieve up to 3 pieces of standard 
  equipment from them over the duration of the spell . The caster must make a Luck check—success means they find 
  the equipment they seek, with a failed attempt counting as one of their three possible pieces . The equipment can be 
  no weapon other than a dagger, be no larger than a first aid kit, and can only be equipment that is permissible for 
  a standard Xcrawl event, e .g ., no acid, lockpick guns, etc . Specific items, such as a key that would unlock a specific 
  door, cannot be conjured . 
   
  The gear also comes with a built-in weapon—a retractable claw that pops out of the back of the glove/ gauntlet . The 
  caster is proficient with the claw for the duration of the effect . The claw does 1d6 damage on a successful strike .  
  28-29 
  The caster conjures some amazing war gear, granting a +5 AC for CL turns . The gear grants +1d on all attempts to 
  hide, sneak, climb, or swim, magically adapting itself to assist in those tasks as needed . 
   
  In addition, the war gear is covered in pouches, and the caster can attempt to retrieve up to 6 pieces of standard 
  equipment from them over the duration of the spell . The caster must make a Luck check—success means they find 
  the equipment they are seek, with a failed attempt counting as one of their six pieces . The equipment can be no 
  weapon other than a dagger, be no larger than a 50’ coil of rope with a grappling hook, and can only be equipment 
  
  XCC BETA RULES
  Page 31
  that is permissible for a standard Xcrawl event, e .g ., no acid, lockpick guns, etc . Specific items, such as a piece of 
  paper with the answer to a riddle that is giving the team a hard time, cannot be conjured . 
   
  The war gear also comes with a built-in weapon—a launcher that fires sharp bladed whirling projectiles shaped like 
  the caster’s personal symbol . Attacking with the launcher is a standard ranged attack with a range of 40’/60’/80’ 
  for 1d6 damage, and the launcher never runs out of ammo . The caster is proficient with the launcher for the dura-
  tion of the effect . 
  30-31 
  The caster conjures some top shelf war gear, granting a +6 AC for CL turns . The gear grants +1d on all attempts to 
  hide, sneak, climb, swim, or zip line, magically adjusting itself to assist in those tasks as needed . 
   
  In addition, the war gear is covered in pouches, and the caster can attempt to retrieve a number of pieces of equip-
  ment equal to their Personality score from them over the duration of the spell . The caster must make a Luck check—
  success means they find the equipment they are seek, with a failed attempt counting as one of their allotted pieces . 
  The equipment can be no weapon other than a dagger, be no larger than a brawler’s shield, and can only be equip-
  ment that is permissible for a standard Xcrawl event, e .g ., no bombs, vials of poison, etc . Specific items, such as a 
  compromising photo of a referee, cannot be conjured . 
   
  The war gear also comes with a built-in weapon—a prehensile scorpion-like tail with a wicked piercing blade that 
  attacks any target within 10’ of the caster independently of the caster, allowing the blaster to cast spells or perform 
  other actions . The tail strikes once per round with a +CL to hit bonus and doing 1d6 + CL damage .
  32+ 
  The caster conjures some over-the-top war gear, granting a +8 AC for CL turns . The gear grants +1d on all attempts to 
  hide, sneak, climb, swim, zip line, or batter down doors, magically adjusting itself to assist in those tasks as needed . 
  In the event of a fall greater than 10’, the war gear breaks out in shock pancakes, reducing falling damage by half . 
   
  In addition, the war gear is covered in pouches, and the caster can attempt to retrieve a number of pieces of equip-
  ment equal to their Personality score from them over the duration of the spell . The caster must make a DC 10 Intel-
  ligence check—success means they find the equipment they are seek, with a failed attempt counting as one of their 
  allotted pieces . The equipment can be no weapon other than a dagger, be no larger than a brawler’s shield, and can 
  only be equipment that is permissible for a standard Xcrawl event, e .g ., no power tools, medusa heads, etc . Specific 
  items, such as a map that shows where all the traps in the dungeon are, cannot be conjured . 
   
  The war gear also comes with a built-in weapon—a shoulder-mounted automatic needle launcher manned by a tiny 
  homunculus in an armored turret, which attacks independently of the caster . The launcher can fire thrice per round 
  at a range of 60’/90’/120’, receiving a +6 to hit and doing 1d6 damage on a successful strike . 
  
  Page 32
  XCC BETA RULES
  GNOME SPELLS
  creature comPanion
  Level: 1 
  Range: 30’ 
  Duration: Varies 
  Casting time: 1 Action 
  Save: None
  General 
  The caster summons a magical being in the shape of an animal hybrid . This spell is unique in that the 
  creature summoned is always the same magical being, with its own name and personality, that appears 
  in different forms and with different abilities depending on the power the caster managed to put together 
  when they summoned it . The creature is extremely loyal to the caster, willing to fight and be destroyed in 
  the discharge of its duties . The creature companion can be destroyed again and again in our world, but it can 
  eventually reform itself and return to once again aid its allied arcane caster . 
   
  The creature companion can be summoned as many times a day as the caster can cast the spell until it is 
  “killed” (brought to zero hit points) . Once it has been destroyed, the caster cannot summon their creature 
  companion again until the next day after they regain their spells . The caster can never have more than one 
  companion summoned at one time .
   
  The creature companion always acts on the same initiative as the caster . The summoned being has a natu-
  ral attack that can be a bite, a claw, a wing buffet, etc ., depending on its anatomy . The creature companion 
  speaks one language that the caster knows (chosen at the time of first summoning) . It retains its memories 
  from manifestation to manifestation, so it can act on knowledge it gained during an earlier summoning . 
   
  The creature companion has the same saving throws and alignment as the summoning caster . It possesses 
  average intelligence . 
   
  The player can choose the creatures name and general look the first time the caster uses creature companion . 
  Creature companions can look like a single animal, or a hybrid, or any other reasonable manifestation that 
  the player chooses . It cannot look like a humanoid, but other than that it can be outrageous: an eagle with 
  the head of a bear, a balloon animal, a pantomime horse, etc . While its appearance is always the same, the 
  creature grows larger depending on its hit dice . 
   
  On a successful spell check, the caster may choose to invoke any effect of equal to or less than their spell 
  check, allowing a range of options with every successful casting to produce a weaker, but potentially more 
  useful, result . However, if the caster chooses a lower result the duration of the creature’s manifestation 
  changes to that of the result rolled . For example, on a check of a 20, the caster could choose a 1 HD cat-sized 
  manifestation, but have it remain in our world for a full turn . 
   
  The caster can dismiss their creature companion at any time before the end of the spell’s duration with a 
  word and a gesture . 
  Manifestation 
  Roll 1d4: (1) The creature appears to pop out from behind the caster; (2) A burst of smoke and pyrotechnics 
  appears for a moment, and the creature bursts into our reality; (3) The creature emerges from the casters 
  hat, sleeve, or other traditional vehicle of mundane prestidigitation; (4) There is a flash of rainbow light, 
  which morphs to the shape of the creature companion . 
  Corruption 
  Roll 1d6: (1) The creature develops a supernatural hunger for soul energy, and the caster must use 1 point 
  of spellburn whenever they summon their creature companion going forward; (2) The creature becomes 
  a magic disruptor, and summoning it gives the caster a -1 penalty on spellcasting until it disappears; (3) 
  The caster’s appearance change, and the begin to look like their creature companion; (4) The caster becomes 
  dependent on the company of their creature companion, becoming increasingly unhinged for every day they 
  cannot summon their friend and share secrets; (5) Caster spontaneously develops a unique language that 
  only the creature companion and themselves speak . While the companion is summoned, they can only speak 
  this unique language, and must resort to pantomime or other substitutes for speech to communicate with 
  the world until the companion disappears; (6) The casters eyes change, and now look exactly like those of 
  the creature companion . 
  Misfire 
  Roll 1d6: (1) The caster is summoned to the creature companion’s bizarre dimension rather than the other 
  way around, fully disappearing for 1d6 rounds; (2) The creature companion arrives dead, and the spell can-
  not be recast (even by use of spell burn) until the next day; (3) The caster accidentally summons a creature 
  antagonist, which has the same statistics and abilities of a spell result of 20-23, but instantly joins with the 
  caster’s foes . The creature antagonist always has the same name, appearance, and personality, and its ex-
  
  XCC BETA RULES
  Page 33
  istence is dedicated to destroying the caster; (4) The two dimensions are unaligned, causing 2d6 magical 
  backlash damage to the caster; (5) A phantom inter-dimensional monster bites off one of the caster’s fin-
  gers, causing 1d6 points of damage and giving them a -1 penalty to spell checks until it is healed; (6) Cosmic 
  interference prevents the caster from casting spells for 1d4 rounds . 
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The creature companion manifests for CL + 1d6 rounds as a cat-sized creature: 
   
  Attack +0 melee (1d3); Crit die/ table 1d4/ M; AC 11; HD 1d6; MV 20’; Act 1d20; SP stealth .
   
  At this level the creature is strong enough to lift a coin pouch . 
   
  At this size, the creature makes a wonderful sneak, giving it a +5 on chances to hide and move silently
  14-17 
  The creature companion manifests for CL +1d8 rounds as a dog-sized creature: 
   
  Attack +1 melee (1d4); Crit die/ table 1d8/ M; AC 12; HD 2d6; MV 25’; Act 1d20; SP stealth .
   
  At this level the creature is strong enough to lift a backpack . 
   
  At this size, the creature makes a decent sneak, giving it a +3 on chances to hide and move silently .
  18-19 
  The creature companion manifests for CL +1d10 rounds as a gnome-sized creature: 
   
  Attack +3 melee (1d6); Crit die/ table 1d8/ M; AC 13; HD 3d6; MV 30’; Act 1d20; SP defend master .
   
  The human-sized creature is as strong enough to lift a gnome .  
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +2 AC versus melee attacks . 
  20-23 
  The creature companion manifests for 1 turn as a human-sized creature: 
   
  Attack +4 melee (1d6+2); Crit die/ table 1d8/ M; AC 15; HD 3d8; MV 30’; Act 1d20; SP defend master .
   
  At this level, the creature is strong enough to lift a full treasure chest .  The gnome can choose to ride the creature, 
  but the creature cannot carry a rider and attack at the same time . 
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +3 AC versus melee attacks .
  24-27 
  The creature companion manifests for CL turns as a pony-sized creature: 
   
  Attack +6 melee (2d6+4); Crit die/ table 1d10/ M; AC 16; HD 4d8; MV 30’ or fly 60’; Act 1d20; SP defend master .
   
  At this level the creature is strong enough to lift a human . 
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +4 AC versus melee attacks .
  28-29 
  The creature companion manifests for CL +1d6 turns as a horse-sized creature: 
   
  Attack +7 melee (2d6+5); Crit die/ table 1d10/ M; AC 18; HD 5d8; MV 30’ or fly 60’; Act 1d20; SP defend master .
   
  At this level the creature is strong enough to lift two humans . 
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +6 AC .
  30-31 
  The creature companion manifests for CL +1d8 turns as a warhorse-sized creature: 
   
  Attack +8 melee (3d6+6); Crit die/ table 1d12/ M; AC 18; HD 6d8; MV 30’ or fly 60’; Act 1d20; SP defend master .
   
  At this level the creature is strong enough to lift a motorcycle . 
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +6 AC . 
  32+ 
  The creature companion manifests for CL + 8 turns as an ox-sized creature: 
   
  Attack +0 melee (1d3); AC 20; HD 8d8; MV 30’ or fly 60’; Act 1d20; SP defend master .
   
  At this level the creature is strong enough to tip over a small car . 
   
  If the creature companion stands adjacent to the caster, it can as a full round action defend them in combat, giving 
  them a +6 AC . 
  
  Page 34
  XCC BETA RULES
  hocus Pocus
  Level: 1 
  Range: 30’ or more      Duration: Varies, or see below 
  Casting time: 1 Action 
  Save: See text
  General 
  You make items, allies, or even yourself vanish with a word and a flourish . The caster can see the people or 
  things they turn invisible, except in the case of a misfire (see below) . 
   
  If an item made invisible with hocus pocus is used to attack or otherwise hamper an opponent, it imme-
  diately becomes visible . For example, a dagger may be made invisible, but if it is hurled at an opponent it 
  becomes visible after it strikes, even if it misses .
   
  Invisible objects used as weapons gain a +2 to hit . 
  Manifestation 
  Roll 1d4: (1) A drum roll plays while the caster flourishes their hands, ending with a cymbal crash; (2) An 
  explosion of purple and green smoke hides the disappearance; (3) A yellow curtain covers the target, the 
  curtain falls away and the target is gone!; (4) The subject appears to spin, faster and faster, until it blurs and 
  disappears .
  Corruption 
  Roll 1d6: (1) The caster no longer casts a reflection in mirrors or reflective surfaces, likely invoking supersti-
  tious fear; (2) One of the caster’s extremities (left or right hand or foot) becomes permanently invisible; (3) 
  Whenever the caster falls asleep, they must make a successful Luck check or they disappear and wake up/ 
  come to someplace strange (but not instantly dangerous), e .g ., back in the green room, on the roof of a hot 
  fish franchise, on their ex’s couch, etc .; (4) One kind of object is always invisible to the caster [roll 1d6: 1- ar-
  rows and bolts, 2- rope, 3- AVS screens, 4- maps, 5- horses, 6- gold]; (5) The caster’s eyes change in appear-
  ance to perfect mirrors, but function normally; (6) The caster turns invisible whenever they are reduced to 
  zero hit points, and remain invisible until they are healed, or they die .
  Misfire 
  Roll 1d6: (1) You turn a randomly determined enemy invisible for 1d3 rounds, or until they attack; (2) A 
  random object on the caster’s person disappears forever; (3) Caster disappears and instantly reappears be-
  hind enemy lines; (4) Every living creature within 60 feet becomes invisible until they attack or otherwise 
  interact with another creature . The caster remains visible; (5) A glitter cloud follows the caster for 1 turn, 
  making stealth nearly impossible; (6) The caster grows severely nearsighted for 1 hour, giving him a -1d 
  penalty on missile fire and any checks to spot or find items or objects .
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  The caster makes one small object within 30’ invisible for up to 1d3 rounds . The object must be small enough to fit 
  into a 2’ cube .
  14-17 
  The caster makes one large object or ally within 30’ invisible for up to CL +1d6 rounds . If this is cast on an object, 
  the object must be able to fit inside a 4’ cube . If the spell is cast on an ally, that ally must be human-sized or smaller . 
  Allies remain invisible until they attack, cast a spell (including using a wand or scroll, or a holy act, but not drinking 
  a potion) or otherwise take action against an opponent .
  18-19 
  The caster makes one large object or ally within 45’ invisible for up to CL +2d6 rounds . If this is cast on an object, 
  the object must be able to fit inside a 10’ cube . If the spell is cast on an ally, that ally must be human-sized or smaller . 
  Allies remain invisible until they attack, cast a spell (including using a wand or scroll, or a holy act, but not drinking 
  a potion), or otherwise take action against an opponent .
  20-23 
  The caster makes one large object or ally within 60’ invisible for up to 1 turn . If this is cast on an object, the object 
  must be able to fit inside a 15’ cube . If the spell is cast on an ally, that ally must be human-sized or smaller . Allies 
  remain invisible until they attack, cast a spell (including using a wand or scroll, or a holy act, but not drinking a 
  potion), or otherwise take action against an opponent .
  24-27 
  The caster makes one huge object, a group of smaller objects, or a number of allies equal to their caster level within 
  75’ invisible for up to 1 turn . If this is cast on an object, the object or objects must be able to fit inside a 25’ cube . A 
  group of objects can be a group of individual arrows or sling-stones, or a patch of marbles on the floor .  If the spell is 
  cast on an ally, that ally must be horse-sized or smaller . Individual objects become visible if they are used to attack 
  or hamper an opponent, as above—so if the spell were cast on a quiver full of arrows, only the arrows fired become 
  
  XCC BETA RULES
  Page 35
  visible . Allies remain invisible until they attack, cast a spell (including using a wand or scroll, or a holy act, but not 
  drinking a potion) or otherwise take action against an opponent suddenly become visible .
  28-29 
  The caster makes one colossal object, a large group of smaller objects, or themselves and a number of allies equal to 
  their caster level within 90’ invisible for up to 1 turn . If this is cast on an object, the object or objects must be able to 
  fit inside a 50’ cube . A group of objects can be a group of individual arrows or sling-stones, or a patch of marbles on 
  the floor .  If the spell is cast on allies, those allies must be ogre-sized or smaller . Individual objects become visible if 
  they are used to attack or hamper an opponent, as above—so if the spell were cast on a quiver full of arrows, only 
  arrows fired become visible . Allies remain invisible until they attack, cast a spell (including using a wand or scroll, 
  or a holy act, but not drinking a potion), or otherwise take action against an opponent suddenly become visible .
  30-31 
  The caster makes one colossal object, a large group of smaller objects, or themselves and a number of allies equal 
  to CL within 90’ turn invisible for up to 1 hour . If this is cast on an object, the object or objects must be able to fit 
  inside a 50’ cube . A group of objects can be a group of individual arrows or sling-stones, or a patch of marbles on 
  the floor .  If the spell is cast on an ally, that ally must be giant-sized or smaller . Individual objects become visible if 
  they are used to attack or hamper an opponent, as above—so if the spell were cast on a quiver full of arrows, only 
  arrows fired become visible . Allies remain invisible until they attack, cast a spell (including using a wand or scroll, 
  or a holy act, but not drinking a potion) or otherwise take action against an opponent suddenly become visible .
  32+ 
  The casters can make objects, groups or objects, or allies invisible with a gesture for up to one hour . The object or 
  objects must be able to fit inside a 50’ cube, but allies may be up to dragon-sized . The caster can make any given 
  object or ally invisible once, and once they become visible they cannot be turned invisible again . The caster can turn 
  themselves invisible at will for the duration of this spell—whenever they attack or cast a spell they become visible 
  for one round, then become invisible again .  
  Jinx
  Level: 1 
  Range: 10’ + 10’ per CL      Duration: Varies, or see below 
  Casting time: 1 Action 
  Save: Will vs . Spell Check
  General 
  Jinx is a minor curse that gives an opponent a brief—or not-so brief—penalty . 
  Manifestation 
  Every caster has their own version of the somatic component of this spell; for example, waggling the fingers 
  while making a power face and vocalizing mockingly, pointing at the subject with forked fingers, making 
  the hands into claws and rending the air, etc .
  Corruption 
  Roll 1d6: (1) Caster’s luck reduced by 1d3 points; (2) The caster’s hair and eyebrows turn into short intri-
  cately patterned grey and brown feathers, reminiscent of the wryneck bird; (3) A particular piece of bad 
  luck strikes the caster, either immediately or in the very near future, derailing their plans and putting them-
  selves and their allies in great danger (judge’s discretion); (4) Whenever the caster rolls a 1 on a spell check, 
  they additionally lose the ability to cast spells for 1d3 rounds; (5) The caster develops a second mercurial 
  effect with this spell, rolled on a d50; (6) Going forward the caster may only cast this spell by spending one 
  point of spellburn . 
  Misfire 
  Roll 1d6: (1) The caster, confused and off-balance, loses their next action; (2) The caster takes a -2 penalty 
  to AC for 1 turn; (3) The caster takes a -1d penalty on an upcoming attack roll, skill check, or spell check, 
  chosen by the judge to take place at the most dangerous or inconvenient time; (4) The caster has bad luck 
  casting this spell, taking a -2 penalty, until they give away all of their wealth to their poorest blood relation; 
  (5) The caster’s favorite weapon turns to dust; (6) The caster takes a -1d penalty on all saving throws that 
  lasts until they successfully make a saving throw . 
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  Choose an effect:
   
  • -10’ movement rate for CL rounds .
   
  • -1 on an attack .
   
  • -1 on their next saving throw .
   
  • -1 on a spell check .
  
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  XCC BETA RULES
  14-17 
  Choose an effect:
   
  • -10’ movement rate for CL rounds .
   
  • -2 on next attack .
   
  • -2 on their next saving throw .
   
  • -1 on next spell check .
  18-19 
  Choose an effect:
   
  • Movement reduced to 5’ for CL+1d3 rounds .
   
  • -2 on next attack .
   
  • -2 on their next saving throw .
   
  • -1 on next spell check .
   
  • Target drops 1 item held (determine randomly if multiple items) .
   
  • Target’s non-magical armor malfunctions, -1 AC until repaired .
  20-23 
  Choose an effect: 
   
  • Target loses an action but can defend itself .
   
  • -1d on all attacks for 1 round .
   
  • -1d on all saving throws for 1 round .
   
  • -2 on next spell check .
   
  • Target drops 1 item held (determine randomly if multiple items) .
   
  • Target’s non-magical armor malfunctions, -2 AC until repaired .
  24-27 
  Choose an effect:
   
  • Target loses an action but can defend itself .
   
  • -1d on all attacks for CL rounds .
   
  • -1d on all saving throws for CL rounds
   
  • -1d on next spell check .
   
  •  Target inadvertently flings one held item 20-30’ away (determine randomly if multiple items) in direction caster 
  chooses .
   
  • Target’s non-magical armor malfunctions, -4 AC until repaired .
  28-29 
  Choose TWO effects: 
   
  • Target loses an action, cannot defend itself, takes -4 penalty on AC for 1 round .
   
  • -2d on all attacks for CL rounds
   
  • -2d on all saving throws for CL rounds .
   
  • -1d on spell checks for CL rounds .
   
  •  Target inadvertently flings one held item 20-30’ away (determine randomly if multiple items) in direction caster 
  chooses .
   
  • Target’s non-magical armor falls apart, rendering it useless until repaired .
   
  • Non-artifact magical item on target’s person becomes inert for 1d3 rounds .
  30-31 
  Choose TWO effects:
   
  • Target loses an action, cannot defend itself, takes -4 penalty on AC for 1 round .
   
  • -3d on all attacks for CL rounds .
   
  • -3d on all saving throws for CL rounds .
   
  • -2d on spell checks for CL rounds .
   
  •  Target flings one item (chosen by caster) away—if it is a weapon, caster can force them to make an automatic at-
  tack check with it against a second target of caster’s choosing .
   
  • Target’s non-magical armor turns into dust . 
   
  • Non-artifact magical item on target’s person becomes inert for 1d5 rounds .
  32+ 
  Choose TWO effects:
   
  • Target loses all actions for CL rounds, cannot defend itself, takes -4 penalty on AC .
   
  • -3d on all attacks for CL rounds + any roll of a 2 treated as a 1
   
  • -3d on all saving throws for CL rounds .
   
  • -2d on spell checks for CL rounds + any roll of a 2 treated as a 1 .
   
  •  Target flings one item (chosen by caster) away—if it is a weapon, caster can force them to make an automatic at-
  tack check with it against a second target of caster’s choosing .
   
  • Target’s non-magical armor turns into dust . 
   
  • Target flings non-artifact magic item they possess to (not at) the caster .
  
  XCC BETA RULES
  Page 37
  smoke anD mirrors
  Level: 1 
  Range: Varies, see below      Duration: Varies, or see below     Casting time: 1 Action 
  Save: See text
  General 
  Smoke and Mirrors is a suite of illusionary tricks, designed to create confusion and mayhem on the battle-
  field . 
   
  On a successful spell check, the caster may choose to invoke any effect of equal to or less than their spell 
  check, allowing a range of options with every successful casting to produce a weaker, but potentially more 
  useful, result .
  Manifestation 
  Each tier of the spell manifests differently, as described below . 
  Corruption 
  Roll 1d6: (1) The caster my only speak one word per caster level per day other than to cast spells; (2) A 
  zipper appears in the back of the caster’s head . If ever pulled, the caster’s skin falls off like a discarded 
  garment, never to be put back, and they have a new, shockingly different appearance underneath; (3) The 
  caster’s face takes on a permanent expression, appearing like they are wearing a mask; (4) The caster takes 
  a -1 on all spell checks until they can construct a magic wand for themselves, which costs 100 gp / CL . The 
  wand must be remade every time the caster gains a level of experience; (5) The caster’s ears become huge 
  rabbit ears; (6) One of the caster’s (non PC) friends, allies, or family members transforms into an illusion 
  that fades away the first time they physically interact with the caster . Only extremely powerful magic can 
  ever restore them .
  Misfire 
  Roll 1d6: (1) A random enemy teleports from their location to right behind the caster; (2) A random enemy 
  becomes invisible for 1d3 rounds, remaining invisible even while attacking; (3) A randomly determined ally 
  is compelled to try to hit the caster with whatever weapon they have at hand for 1d3 rounds, yelling “Ta-
  Daa!” if they are successful; (4) An additional spell from the caster’s repertoire vanishes from their mind, 
  they regain it normally the next day; (5) All enemies the caster faces at the time of casting this spell take the 
  exact appearance of the caster . The illusion lasts for 1 hour or until they are defeated; (6) Abraca-whoops! 
  A misfire from one of the caster’s other spells chosen randomly goes off . 
  1 
  Loss, Failure, and (roll 1d6, modified by Luck): (0 or less) Corruption + Misfire; (1-2) Corruption; (3+) Misfire . 
  2-11 
  Loss + Failure 
  12-13 
  Strange smoke and swirling lights surround the caster . Successful ranged attacks against the caster have a 50% 
  chance to miss . The effect lasts CL + 1d6 rounds . 
  14-17 
  The caster makes one ally look like an enemy, or vice-versa . Neither subject can be more than twice as big as the 
  other . The illusion cannot mimic voices or other sounds, or powers, ability, or movement modes .  The target cov-
  ered by the illusion—friend or foe as the caster chooses—must be within 60’ of the spellcaster . Physically interact-
  ing with the target—including attacking them—instantly reveals the illusion, although it doesn’t mitigate any of 
  the damage the subject took from said attack . The illusion lasts for CL + 1d6 rounds .  
  18-19 
  The caster turns temporarily invisible, and an illusionary double of them takes their place . The double may only 
  stand still—it makes no sound or actions . Any physical interaction with the double, attacking it, for example—im-
  mediately reveal it to be an illusion, and dispels the casters invisibility . The illusion lasts for CL +1d6 rounds .
  20-23 
  The caster makes an item that a target up to 60’ away holds, wears, or carries disappear, and reappear hidden on 
  their own person . The caster can only target objects that weigh no more than 5 pounds /CL . The purloined object 
  can be in a pocket, a backpack, or held behind the caster’s back or otherwise out of view, but wherever it is placed 
  must be large enough to hide the item . The target must make a Reflex save versus spell check to avoid the effect, 
  success meaning they don’t lose the item . If they fail the first save, they must make a Willpower save versus spell 
  check; failure means they do not immediately realize that the item is missing, even if it had been held in their hand . 
  24-27 
  Once the spell is cast, the caster can step into a magical door in any wall or the floor/ ground and instantly reappear 
  from another magical door in any wall/ floor within 60’ of the first magical door . The effect lasts 1 turn or until the 
  caster invokes the effect, whichever comes first . 
  28-29 
  Once the spell is cast, the caster can make an injury to themselves or an ally appear fatal . The effect lasts 1 turn or 
  until the caster actually invokes it, whichever comes first . Any time an ally is injured the caster can instantly in-
  voke the effect . The illusion is extremely effective at a distance—the target might appear to be decapitated, burned 
  to death, eviscerated, or deceased in any other such visually-obvious manner . Physical interaction with the “de-
  
  Page 38
  XCC BETA RULES
  ceased” instantly proves the effect to be an illusion . The target is instantly aware of what happened, and only need 
  to keep still in order to allow the illusion to work (they seem to be prone, but actually stand in place) .  While “dead” 
  the target can act on themselves—including drinking a potion, cast a spell on themselves, untangling their armor, 
  etc ., without breaking the illusion . The target can cancel the effect at any time simply by moving or attacking . Once 
  evoked, the illusion can last up to 10 rounds . 
  30-31 
  The caster turns temporarily invisible, and an illusionary double of them takes their place . The double is a perfect 
  illusion—it can move, speak, has the correct scent, etc . The illusion effects its environment to maintain the decep-
  tion—for example, if the illusionary double steps into a puddle, the puddle appears to ripple naturally, and if the 
  illusion is struck it changes to appear wounded or dead . It can act in a programmed way (e .g ., stand there and 
  hurl darts, run away from targets, appear to be working on a huge spell, etc .,), or the caster can control the dop-
  pelgänger’s actions and movement as a move action . The caster can even cast spells which appear to come from the 
  illusory double, provided that the spell cast has enough range to do as intended from the caster’s real distance . As 
  long as the caster can make their attacks seem to come from the double, the illusion holds and their actual person 
  remains invisible . Physically interacting with the illusion, including attacking it, gives the interactor a Willpower 
  save versus spell check—failure means the subject realizes that they are interacting with an illusion, and the effect 
  is automatically dispelled . The effect lasts for CL + 1d6 rounds . 
  32+ 
  The caster disappears for up to CL rounds, then reappears at a new location within sight of their original location . 
  While they are disappeared, they are actually in a nearby pocket realm, safe from harm and able to watch all that 
  transpires on the battlefield . The caster can dispel this effect on their action, instantly stepping back into normal 
  reality still able to perform a full action . While in the pocket realm the caster may cast spells on themselves, drink 
  potions, change outfits, or perform any other action they choose with the spells and equipment they have at hand 
  when entering the magical realm . 
  
  XCC BETA RULES
  Page 39
  MONSTERS OF XWORLD
  FLENSER
  Flenser: Init +1; Atk claw +10 melee (3d6+5), bite +9 me-
  lee (1d8+5) or tongue lash +6 melee (1d6 + grab, 20’ range); 
  Crit die/ Table 1d16/ M; AC 19, HD 10d10+20; MV 20’; Act 
  1d20; SP terrifying howl, tongue grab, poison sacs, flensing, 
  music hater; SV Fort +6, Ref +6, Will +6; AL C .
  The beast of sweeps week! A flenser is a horrifying creature 
  imported exclusively from the Australian Zura’ah’zurah . 
  They are four-legged monsters, 20’ tall at the shoulder and 
  weighing over ten tons, with a thick bone carapace reminis-
  cent of an armadillo, shaggy limbs ending in sharp claws, 
  a wide spiky head like a giant horned toad, pink eyes, and 
  the curved teeth of a nightmare predator . Their tongues are 
  20’ long, spiked, and coiled, and unfurl like a chameleons to 
  strike . Flensers famously only eat the skin of their victims, 
  leaving the rest to rot . Their lairs are invariably haunted by 
  legions of scavengers, from giant ants to ghouls .  
  The flenser is a terrifying engine of destruction . They be-
  gin combat with their terrifying howl: creatures within 120’ 
  of the creature must make a DC 15 Willpower save or be 
  shaken, taking a -1d penalty on attack rolls and spell checks 
  for 1d3 rounds . The flenser’s tongue can strike at targets up 
  to 20’ away . If a victim is struck with a tongue attack, they 
  must make a Strength check (vs . the beast’s check of 1d20+5) 
  or be grabbed and drawn back to the creature’s maw in one 
  round . 
  The flenser has a bloated poison sac under each eye . Once 
  per day it can fire a burst of contact poison in a 15’ hemi-
  spherical burst from its poison sacs . Creatures in range must 
  make a DC 14 Reflex save or take 1d6 points of Stamina 
  damage . 
  If a flenser has a 0 hp or helpless opponent, it takes a full 
  round to slash the unfortunate’s skin to ribbons with its 
  sharp teeth, and slowly draws its skin of its body . It takes 
  the flenser 2 rounds to remove the skin from a victim, after 
  which it will wave the skin about triumphantly for a mo-
  ment before devouring it . Xcrawl producers live for mo-
  ments like that, making these creatures special favorites .  
  Flensers are driven to insane fury by music . Any music at 
  all, from the simplest drum rhythms to birdsong, drive it 
  into a murderous rage . It will seek to root out the source of 
  the sound, ignoring all other targets until it destroys the of-
  fending noise . If attacked it will react, but if left alone it will 
  seek out and destroy the source of the music .
  EMPIRE VAMPIRE
  Empire Vampire: Init +3; Atk claw +10 melee (1d8+2), 
  bite +4 or grapple +8; Crit die/ table 1d12/ U; AC 15; HD 
  8d8+16; MV 30’, glide 40’; Act 1d20; SP heightened senses, 
  stealth, un-dead traits, blood taking, vulnerabilities; SV Fort 
  +6, Ref +9, Will +4; AL C .
  It vexed the Emperor that he couldn’t have traditional vam-
  pires in Xcrawl . 
  Guild Master Sykes of the Necromancer’s Guild explained 
  over and over how vampires were beyond control and con-
  tainment . He illustrated likely scenarios—vampires turned 
  into mist escaping and terrorizing the backstage staff, vam-
  pires destroying a DJs entire menagerie to slake its unending 
  bloodlust, vampires charming referees and forcing them to 
  inflate scores to cover the spread while their minions placed 
  monstrously huge bets in Vegas . 
  “Just make it happen!”, said the Emperor . So the guild made 
  it happen . Sykes commissioned the creation of a new hybrid 
  un-dead type only for use in The Games, a three-year under-
  taking costing millions of gold pieces .
  Empire vampires are humanoid nightmares with the heads 
  of enormous wolves, black-furred bodies and inverted 
  knees like werewolves, short unretractable scalloped wing-
  flaps that hang between their arms and back, long claws, 
  and glowing red eyes . Their needle-pointed teeth jut from 
  their mouths both upward and downward . 
  Empire vampires have extremely sharp senses: they can 
  smell warm-blooded creatures from up to 100’ away, can au-
  tomatically find secret doors simply by running their claws 
  over a wall, and can see perfectly in even deepest magical 
  darkness . Initially these creatures were given heightened 
  hearing as well, but they proved to be easily distracted by 
  crowd noise and music, so this was corrected in later mod-
  els . However their creators specifically made them suscep-
  tible to bright lights, so empire vampires are at -1d to hit in 
  such conditions and will flee to darkness if at all possible . 
  Obviously, DJs make sure any room with them is dimly lit 
  at best . 
  Empire vampires tread lightly with their digitigrade legs, 
  and do not breathe nor make sounds unless they wish to . 
  They can Hide in Shadows and Sneak Silently like a special-
  ist, with a +9 on both checks . 
  After a successful grapple, the empire vampire can make a 
  bite attack at +1d, and if successful they do damage and be-
  gin to drain blood from their victim, costing them 1 point of 
  Stamina per round until they can be detached . Creatures los-
  ing blood must make a DC 13 Willpower save, failure mean-
  ing they have succumbed to an ecstasy-induced paralysis 
  from the pain/pleasure of the vampire’s bite . Victims may 
  make a new save against the effect each round, but the DC 
  increases by 1 with each attempt . Dwarves are immune to 
  the paralysis effect .
  
  Page 40
  XCC BETA RULES
  The empire vampire’s wings are bat-like but not large 
  enough to allow true flight . They can glide down from a 
  height in perfect silence . 
  Empire Vampires are un-dead, consuming only blood . 
  They do not need to sleep or drink water and are immune 
  to sleep, charm, and paralysis effects . They are immune to 
  poison and disease . Per Emperor Ronald I’s specific orders, 
  a wooden object, such as an arrow, crossbow bolt, or wood-
  en spear, thrust into their heart’s renders them inert—they 
  fall into a comatose-like torpor until the object is removed . 
  The minimum score on a Mighty Dees of Arms required to 
  pierce their heart while the vampire can still defend itself is 
  5 . Likewise, if they are exposed to real sunlight their bod-
  ies turn black and calcify and they fall inert, remaining so 
  until stored in perfect darkness for several days . Fire does 
  double damage to empire vampires . They are immortal and 
  remain animated as long as they get enough mammalian 
  blood every week . After a week without sustenance, empire 
  vampires fall inert . They sleep hanging from their feet dur-
  ing the day .
  Empire vampires are savage, brutish creatures . They are 
  cunning but cannot speak, instead growling, howling, and 
  hissing when they make sounds at all . Trainers control them 
  with blood, rewarding or withholding as necessary . 
  
  XCC BETA RULES
  Page 41
  AUTHOR’S POSTSCRIPT
  I hope you had as much fun with the Xcrawl Beta Rules as I did creating them! 
  Next step: play your first Xcrawl adventure! Create your own or try one  
  of the Xcrawl adventures created using DCC Rules . Visit our PDF store at 
  goodman-games .com/store/pdf . There you can find a PDF version of the 
  following Xcrawl adventures written for DCC rules:
  These adventures were written while the XCC rules were still in early 
  playtests . There are some discrepancies between the rules as presented in the 
  older DCC-edition Xcrawl adventures and in this Beta document, particularly 
  how Mojo works . Obviously use the rules as presented here! 
  Got questions, comments, feedback? Feel free to write to me directly at 
  brendan@goodman-games .com . I’d love to hear your thoughts! 
  Get ready for XCC! Make sure to sign up for the Goodman Games newsletter 
  so you’ll be informed the minute it launches .
  GET READY TO CRAWL! 
  Dungeonbattle 
  Brooklyn
  Louisiana Rising
  Anaheim Crawl
  New Year’s Evil
  Boston Crawl
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/XCrawl (DCC,d20,PF)/XCrawl Classics RPG [xcc beta rules].pdf