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| Fake news. Although I actually tried. |
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| I played a lot of Quake. Research! |
Intro to Crawl! Deathmatch
Prepare To Fight
Sequence of Rounds
New Action Rules
New Movement Rules
Cosmic Encounters
Hazard die
Pressure
Cosmic Terror
Arenas
Point Crawl
Hazards
Artifacts
Weapons
Power Ups
Variant Rules
Acknowledgement
Maps
INTRO TO CRAWL! DEATHMATCH
You have been summoned by an unimaginable cosmic force into a supernatural plane of existence. The demands are simple, survive. But are you ready... to fight?
This issue of Crawl! is about running a deathmatch. A deathmatch is typically a free-for-all fight-to-the-death in an arena, or in this case, a series of arenas. These rules focus on the basic player vs player, everyone for themselves battle royales. These rules could allow your players to finally resolve who would win in a fight. But also they allow for different play styles, ideas of which can be found in the Additional Rules chapter. Tips for adding deathmatches to your ongoing campaign can also be found there—in fact, the sample deathmatch dungeon provided is designed to quickly get straight to the action.
You’re probably thinking that anyone can draw up an arena and the characters can just fight. All that is true, and in reality most of you don’t need this zine, many of the rules found within can be found in a lot of other places. None of these concepts are original, or new. But, it hasn’t been done in this way before, especially with DCC RPG.
NEW ACTION RULESCombat actions and movement play out per standard rules. There are a handful of new rules to establish a fast-paced and hectic gaming mode, some changes to the standard rules, and some clarification regarding the interaction between new and standard rules.Strafe Attack: A character can attack and move up to their speed as an action, but with a -1d penalty. A strafe attack can be combined with a charge, multiple attacks, etc. When used in combination with a special move action (e.g. strafe jumping, clearing obstacles, or avoiding hazards), the movement check is also at a -1d penalty. All other standard rules still apply.
The Strafe action was the only real new rule (for this chapter), in this same section there were clarifications on existing rules, and how they worked with any of the new rules.
NEW MOVEMENT RULES
Understanding movement within the map will prove to be the most important skill to have as a player. These new rules will help their characters move faster and further.
Normal movement up to the PCs movement speed brings no risk, so no roll is needed. But strafing, fancy maneuvers, and tricky jumps risk falling, slipping off edges, and fumbles. These moves need checks and thus can fumble like an attack. Also note when when performing a strafing attack, the movement check suffers the same -1d penalty. Combining a strafe jump and strafe attack in the same round is allowed and explicitly encouraged!
//Movement checks. A movement check is a d20 based skill check that's modified by a move modifier, which is based on the corresponding ability modifier, their PC's speed, and any armor check penalties.
Strafe Attack: Usually -1d. See New Action Rules above.Strafe Jump: A character can extend their move by incorporating a jump as part of the move. This jump is a Strength check, modified by any encumbrance or AC check penalties, and the distance is half the total roll. The strafe jump must proceed at least 5’ of movement, but it can be part of the total move. It can’t extend a standard long jump, it’s more of the skip in an olympic triple-jump. Yes, you can attempt a Strafe Jump after each move action. Gravity is strange here, this is a feature not a bug.
COSMIC PRESSUREGods are real, kind-of. Just not the way we think they are. There are cosmic powers that are so obscene and so arcane that mortal minds would never understand. For the feeble mind, even slightest sliver of knowledge would drive them insane. So imagine being a simple farmer minding your business, and suddenly appearing in a realm where the sky cries blood and screams sing through your ears. And the first person you see is trying to kill you--everything is trying to kill you.HAZARD DIECrawl! Deathmatch uses the concept of a loaded encounter roll that adds pressure, triggers hazards, manages time, and keeps the action moving (see acknowledgments for more info on the Hazard System, Stress, and Tension). A Hazard die is rolled for each character upon entering a different area, or if spending too much time in a dangerous one. Every roll is a d6 on the Hazard Die Result table. Note that some areas will have specific results or events that may override or replace “standard” Hazard die results, especially results of 5+. Some “illogical” results can be ignored if necessary, or if something similar makes more sense.
Hazard Die Result
- Cosmic Terror; Surprised if entering combat.
- Tension; gain +1 Pressure
- Area Event; gain +1 Pressure; traps, hazards, encounters, trigger or activate.
- Expiration; runes, temp power-ups, temp hp, etc. fade or expire.
- Cosmic Edge; minor artifact, extra action, move, or spoor.
- Cosmic Influence; major artifact, gain surprise if entering combat, or clue to secret.
PRESSUREPressure is the accumulation of stress and tension in this dangerous environment. It also represents cosmic pressure from the unknown powers that brought them here. It results in the embodiment of control over “Fight or Flight”, it’s the “Zone” of a top athlete, or a “runner’s high” by making them sharper and focused. These benefits stack.
Pressure Level Benefits
- Nothing
- +1d to Damage rolls
- +1d to Saving throws
- +1d to Initiative checks
- +1d to Ability checks vs hazards, obstacles and traps.
- +5’ to Movement speed
EXISTENTIAL TERROROnce overwhelmed with the stress and cosmic horror. They regain half their hit points and roll 1d6 on the following effects table. Unless otherwise noted, these effects last until the character is fully rested, or they die.Existential Terror Effects
- Can’t Take It Anymore: Drop all weapons and armor, and face their enemies head on, with only their bare hands. Will not pick up any items.
- Screw This, Outta Here: Immediately flee using all their movement and the best of their abilities to leave. Make DC 10 Willpower save every round to shake out of it, or keep running and jumping to get as far away from everyone possible. Cannot pick up any items.
- Jelly Legs: Suffer a -1d to all movement based checks (including hazards and obstacles) and reduce movement speed by -10’.
- Muttering to Themselves: They start talking to themselves, they’re easily distracted and unfocused. Reduce their Hazard die, and Intelligence or Personality based skill and Ability checks by -1d.
- Let’s Do This: They are oddly, if not irrationally, in it to win it. +1 to attacks.
- Rage: Until the end of this or the next combat, all damage is increased by +1d, but any ammo is used at twice its normal rate.
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At least you posted it on April 1st!
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