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Shields Shall Be Splintered: A character wielding a shield may elect to have the

shield be destroyed in order to avoid being struck by a killing blow. Magical s


hields are knocked out of the character's hand and a full-round action must be s
pent to pick it up again.
Helmets Shall Be Dented: A character wearing a helmet may elect to have the helm
et ruined in order to avoid suffering a critical hit. This reduces all damage do
ne to 1 point. Magical helmets are knocked off a character's head and a full-rou
nd action must be spent picking it up and putting it back on.
Feel The Burn: I know I read this elsewhere but currently can't find the source.
A character may take a permanent 1 point loss in Stamina to heal 1 hit dice wor
th of hit points. If the reduction in Stamina results in a penalty (or a loss of
a bonus), the maximum hit point total of the character is affected.
Coup de Grace: As long as a creature has the discernible anatomy for a coup de g
race, it may be performed on their defenseless body. Prone but active targets st
ill require a roll to hit.
Shields Shall Be Splintered (from Crawl! #2 with modifications)
A character may choose to absorb all damage from a single attack, including effe
cts generated by a critical hit, by sacrificing his/her shield. The shield is im
mediately rendered useless and cannot be effectively repaired. Magic shields rec
eive a saving throw (DC10 vs. d20 + Luck Modifier + Shield Bonus) when deflectin
g blows of this nature. Magic shields that do not provide an AC bonus still rece
ive a +1 modifier against this saving throw. Success means the shield remains in
tact, but is knocked 1d6 yards away in a random direction. Failure results is a
destroyed shield that loses all magical properties.
Dexterity as Armor Class: A character that elects to wear no armor may use his D
EX score as his AC. He may wear a Helmet and/or use a Shield but will only gain
the AC bonus of a shield.
Shields shall be Splintered: Any damage from a single attack can be ignored by b
eing absorbed by a shield, including a CRITICAL hit. When used this way, the shi
eld is shattered by the blow and becomes useless. Magic shields get a DC15 save
made on a d20 + magical bonus, if successful they knocked 1d6 yards away, failur
e they are shattered.
( http://trollsmyth.blogspot.com/2008/05/shields-shall-be-splintered.html ) Than
ks Trollsmyth for this.
Helmets shall be Shattered: This rule is similar to Splintered Shields, but a he
lmet can only absorb a single CRITICAL hit, or any specific attack to the head.
When used this way roll a D10 modified by Luck and compare result to the Table
on page 19 of CRAWL #2. or see below:
Table: Critical hit to the Head (d10 modified by Luck)
1 or less
Helmet Shattered, take the full damage, blood in eyes, blinded for
1 round
2-3
Helmet Shattered, take half damage.
4-5
Helmet Shattered, take half damage, stunned no actions for 1 round
.
6-7
Rang like a bell. Helmet Shattered, deaf for 1d4 rounds, no other
damage.
8-9
Helmet dented & knocked off, take no damage.
10 +
A glancing blow, take no damage.

Optional Healing, or "How to Get Healed Without a Cleric":


The following options are based on rules used in "Savage Swords of Athanor"
by Doug Easterly. I gave modified them for DCC. I wanted to have ways for charac
ters to be able to heal without needing someone to play a Cleric.
Wound Binding: Immediately after a battle, PC's can bind their own and/or anothe
r's wounds. This takes 10 minutes of game time. If interrupted, say by wandering
monsters; then only 1D3 hit points are healed. Otherwise the PC may roll 1HD wo
rth of healing for himself or the person he is binding. Additionally, a characte
r with the Healer Occupation may up his Die roll by 1 step in the Dice Chain.
** This only heals damage lost in the battle that was just fought, and will not
help conditions such as poison, broken limbs, etc.

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